Files
Matt Atlas b50f42f9d3 Removes combat proning. (#22808)
There should be an opportunity cost to proning, which at the moment
there isn't and can't really be. When counting the amount of issues this
feature creates (making you artificially harder to it, looking extremely
silly, various layering issues...) it just needs to go at this point.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2026-07-12 23:47:25 +00:00

1159 lines
36 KiB
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/**
* 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.
ABSTRACT_TYPE(/obj/item/gun)
name = "gun"
desc = "It's a gun. It's pretty terrible, though."
icon = 'icons/obj/guns/faction/zavodskoi_interstellar/pistol.dmi'
var/gun_gui_icons = 'icons/obj/guns/gun_gui.dmi'
icon_state = "pistol"
item_state = "pistol"
contained_sprite = TRUE
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BELT|SLOT_HOLSTER
matter = list(MATERIAL_STEEL = 2000)
w_class = WEIGHT_CLASS_NORMAL
throwforce = 5
throw_speed = 4
throw_range = 5
force = 11
origin_tech = list(TECH_COMBAT = 1)
attack_verb = list("struck", "hit", "bashed")
zoomdevicename = "scope"
light_system = DIRECTIONAL_LIGHT
/*
* Suppression vars
*/
/// Does the gun have a suppressor attached, or should it be suppressed? This will modify firing messages to obscure their source, and change the firing sound to use suppressed_sound
var/suppressed = FALSE
/// The suppressor item currently attached to the gun
var/obj/item/suppressor/suppressor
/// Whether the weapon can have a suppressor attached
var/can_suppress = FALSE
/// Whether the weapon can have a suppressor unattached
var/can_unsuppress = TRUE
/*
* Sound vars
*/
/// Sound of the gun firing.
var/fire_sound = 'sound/weapons/gunshot/gunshot1.ogg'
/// Whether to vary the frequency of the firing sound.
var/vary_fire_sound = TRUE
/// The volume of the firing sound.
var/fire_sound_volume = 50
///Sound of the gun firing when empty (dryfiring).
var/empty_sound = SFX_OUT_OF_AMMO
///Determines what a player should hear in audible_message when the gun is fired. e.g gunshot, blast.
var/fire_sound_text = "gunshot"
/// The firing sound to play when suppressed = TRUE.
var/suppressed_sound = 'sound/weapons/gunshot/gunshot_suppressed.ogg'
/// The volume of the suppressed sound.
var/suppressed_volume = 60
/// The sound of the safety being turned on.
var/safetyon_sound = 'sound/weapons/blade_open.ogg'
/// The sound of the safety being turned off.
var/safetyoff_sound = 'sound/weapons/blade_close.ogg'
drop_sound = 'sound/items/drop/gun.ogg'
pickup_sound = 'sound/items/pickup/gun.ogg'
var/burst = 1
var/can_autofire = FALSE
/// Delay after shooting before the gun can be used again
var/fire_delay = 6
/// Delay between shots, if firing in bursts
var/burst_delay = 1
var/move_delay = 0
/// Screen shake.
var/recoil = 0
var/muzzle_flash = 3
/// 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/accuracy = 0
/// The higher this number, the more accurate this weapon is when fired from the off-hand.
var/offhand_accuracy = 0
var/scoped_accuracy = null
/// Allows for different accuracies for each shot in a burst. Applied on top of accuracy.
var/list/burst_accuracy = list(0)
var/list/dispersion = list(0)
/// The weapon's reliability; impacts probability rolls for misfires/failures of different sorts. As of 2025/11, only implemented for science modular weapons.
var/reliability = 100
/// Standard firing pin for most guns.
var/obj/item/firing_pin/pin = /obj/item/firing_pin
var/cyborg_maptext_override
var/displays_maptext = FALSE
/// If this weapon can have an ammo display attached.
var/can_ammo_display = TRUE
/// The ammo display attached to this weapon.
var/obj/item/ammo_display
maptext_x = 22
maptext_y = 2
/// If this weapon can have a bayonet attached.
var/can_bayonet = FALSE
/// The bayonet attached to this weapon.
var/obj/item/material/knife/bayonet/bayonet
var/knife_x_offset = 0
var/knife_y_offset = 0
var/next_fire_time = 0
/// Index of the currently selected mode.
var/sel_mode = 1
var/list/firemodes = list()
/// For marking kills with a knife.
var/markings = 0
// Wielding information
var/fire_delay_wielded
var/recoil_wielded
var/accuracy_wielded
var/wielded = 0
var/needspin = TRUE
/// Can this weapon be dual-wielded?
var/is_wieldable = FALSE
var/wield_sound = SFX_WIELD
var/unwield_sound = null
/// Additional accuracy/dispersion penalty for using full auto one-handed
var/one_hand_fa_penalty = 0
// Aiming system stuff
/// Can this gun target multiple people?
var/multi_aim = 0
/// List of who is being targeted.
var/tmp/list/mob/living/aim_targets
/// Used to fire faster at more than one person.
var/tmp/mob/living/last_moved_mob
var/tmp/lock_time = -100
/// Whether or not the gun has a safety.
var/has_safety = TRUE
/// Whether the gun's safety is currently engaged.
var/safety_state = TRUE
var/image/safety_overlay
/// If TRUE, applies the user's ID iff_faction to the projectile. As of 2025/11, code making use of this is not currently implemented.
var/iff_capable = FALSE
/obj/item/gun/mechanics_hints(mob/user, distance, is_adjacent)
. += ..()
if(has_safety)
. += "To fire, toggle the safety with CTRL-click (or enable HARM intent), then click where you want to shoot."
else
. += "To fire, because this weapon has no safety, just click where you want to shoot."
if(is_wieldable)
. += "This weapon can be wielded with two hands to improve firing stability; use it on yourself while your inactive hand is empty to wield it."
. += "Use an object with a sharp edge, like a knife, to carve a notch into this."
/obj/item/gun/assembly_hints(mob/user, distance, is_adjacent)
. += ..()
if(can_bayonet && !bayonet)
. += "This weapon can support the attachment of a bayonet."
if(can_ammo_display && !ammo_display)
. += "This weapon can support the attachment of an ammo display."
/obj/item/gun/disassembly_hints(mob/user, distance, is_adjacent)
. += ..()
if(bayonet)
. += "The bayonet can be removed from this weapon with a crowbar."
if(ammo_display)
. += "The ammo display can be removed from this weapon with a wrench."
if(pin)
. += "The firing pin can be removed from this weapon with a screwdriver. Most firing pins are rather fragile, and this has a chance of breaking it!"
/obj/item/gun/feedback_hints(mob/user, distance, is_adjacent)
. += ..()
if(distance > 1)
return
if(markings)
. += SPAN_NOTICE("It has [markings] [markings == 1 ? "notch" : "notches"] carved into the stock.")
if(needspin)
if(pin)
. += "\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
. += "It doesn't have a firing pin installed, and won't fire."
if(firemodes.len > 1)
var/datum/firemode/current_mode = firemodes[sel_mode]
. += "The fire selector is set to [current_mode.name]."
if(has_safety)
. += "The safety is [safety() ? "on" : "off"]."
/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 (needspin)
if(!pin)
pin = /obj/item/firing_pin
pin = new pin(src)
else
pin = null
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/should_equip()
return TRUE
/obj/item/gun/update_icon()
..()
underlays.Cut()
if(bayonet)
var/image/I
I = image(icon = 'icons/obj/guns/attachments/bayonet.dmi', icon_state = "bayonet")
I.pixel_x = knife_x_offset
I.pixel_y = knife_y_offset
underlays += I
if(has_safety)
CutOverlays(safety_overlay, ATOM_ICON_CACHE_PROTECTED)
safety_overlay = null
if(!isturf(loc)) // In a mob, holster or bag or something
safety_overlay = image(gun_gui_icons,"[safety()]")
AddOverlays(safety_overlay, ATOM_ICON_CACHE_PROTECTED)
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/can_swap_hands(mob/user)
if(wielded)
unwield()
var/obj/item/offhand/O = user.get_inactive_hand()
if(istype(O))
O.unwield()
return ..()
/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/cancelled = FALSE
SEND_SIGNAL(user, COMSIG_GUN_TOGGLE_FIRING_MODE, src, &cancelled)
if (cancelled)
return
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]."))
update_firing_delays()
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((M.mutations & HULK))
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(A.species && !A.species.can_use_guns())
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!"))
balloon_alert(user, "trigger locked, firing pin needed!")
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(mob/living/target_mob, mob/living/user, target_zone)
if (target_mob == 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 != target_mob)
PreFire(target_mob, user)
else
Fire(target_mob, user, pointblank=1)
else if(user.a_intent == I_HURT) //point blank shooting
Fire(target_mob, user, pointblank=1)
else if(bayonet)
bayonet.attack(target_mob, user, target_zone)
else
return ..() //Pistolwhippin'
/obj/item/gun/proc/get_appropriate_delay()
var/fire_time = burst > 1 ? ((burst - 1) * burst_delay) : fire_delay
var/appropriate_delay = burst > 1 ? burst_delay : fire_delay
var/shoot_time = max(fire_time, appropriate_delay)
return shoot_time
/**
* Attempts to fire the weapon. This does several things, namely:
* * Adds fingerprints to the weapon.
* * Checks for the safety's engagement.
* * Runs reliability checks, and executes any custom-coded failure events.
* * Fire time checks to avoid spam, as well as handling shoot delay.
* * Makes the user face their target (duh).
*/
/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
var/safety_cooldown = 5 // Half a second
handle_click_empty(user)
user.setClickCooldown(safety_cooldown)
return FALSE
if(!special_check(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 = get_appropriate_delay()
user.setClickCooldown(shoot_time)
next_fire_time = world.time + shoot_time
var/failure_chance = 100 - reliability //Here so there is click delay even if the gun malfunctions.
if(prob(failure_chance))
handle_reliability_fail(user)
return FALSE
user.face_atom(target, TRUE)
return TRUE
/obj/item/gun/proc/Fire(atom/target, mob/living/user, clickparams, pointblank = 0, reflex = 0, var/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) && SG.w_class <= w_class)
var/decreased_accuracy = SG.w_class - SG.offhand_accuracy
addtimer(CALLBACK(SG, PROC_REF(Fire), target, user, clickparams, pointblank, reflex, decreased_accuracy, TRUE), 1)
/// The amount of extra degrees of firing arc the gun will have from the effects of a signal raised on the user.
var/dispersion_increase = 0
SEND_SIGNAL(user, COMSIG_BEFORE_GUN_FIRE, &accuracy_decrease, &dispersion_increase)
//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 = max(0, dispersion[min(i, dispersion.len)] + dispersion_increase)
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()
// Custom formula here because otherwise you can fire bursts within the burst.
var/shoot_time = burst > 1 ? burst_delay + 1 : fire_delay
if (burst > 1 && burst_delay == 0) //Prevents guns with no burst delay (laser shotguns) from firing as fast as you can click.
shoot_time = fire_delay
user.setClickCooldown(shoot_time)
/// Similar to the Fire() 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 = get_appropriate_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/projectile/P = projectile
var/acc = burst_accuracy[min(i, burst_accuracy.len)]
var/disp = dispersion[min(i, dispersion.len)]
P.accuracy = accuracy + acc
P.spread += disp
P.suppressed = suppressed
if(!P.preparePixelProjectile(target, get_turf(src)))
return FALSE
P.fired_from = src
P.fire()
handle_post_fire() // should be safe to not include arguments here, as there are failsafes in effect (?)
var/prev_light = light_range
if (muzzle_flash)
set_light_range(muzzle_flash)
set_light_on(TRUE)
addtimer(CALLBACK(src, PROC_REF(reset_light_range), prev_light), 0.5 SECONDS)
update_icon()
if(i < burst)
sleep(burst_delay)
if(!target?.loc)
target = targloc
//update timing
next_fire_time = world.time + shoot_time
accuracy = initial(accuracy) //Reset the gun's accuracy
/// called by a timer to remove the light range from muzzle flash
/obj/item/gun/proc/reset_light_range(lightrange)
set_light_range(lightrange)
if(lightrange <= 0)
set_light_on(FALSE)
//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)
balloon_alert_to_viewers("*click*")
playsound(loc, empty_sound, 30, TRUE)
if(user)
SEND_SIGNAL(user, COMSIG_EMPTIED_MAGAZINE, src)
//called after successfully firing
/obj/item/gun/proc/handle_post_fire(mob/user, atom/target, var/pointblank = FALSE, var/reflex = FALSE, var/playemote = TRUE)
play_fire_sound()
if(!suppressed)
if(playemote)
if(reflex)
user.visible_message(
SPAN_DANGER("<b>\The [user] fires \the [src][pointblank ? " point blank at [target]" : ""] by reflex!</b>"),
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)
var/prev_light = light_range
if (muzzle_flash)
set_light_range(muzzle_flash)
set_light_on(TRUE)
addtimer(CALLBACK(src, PROC_REF(reset_light_range), prev_light), 0.5 SECONDS)
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/play_fire_sound()
if(suppressed)
playsound(loc, suppressed_sound, suppressed_volume, vary_fire_sound)
else
playsound(loc, fire_sound, fire_sound_volume, vary_fire_sound, falloff_distance = 0.5)
/obj/item/gun/proc/process_point_blank(obj/projectile, mob/user, atom/target)
var/obj/projectile/P = projectile
if(!istype(P))
return //default behaviour only applies to true projectiles
if(!ismob(target))
return
var/mob/M = target
var/damage_mult = 1
if(M.incapacitated(INCAPACITATION_ALL))
damage_mult = 1.3
//determine multiplier due to the target being grabbed
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
P.damage *= damage_mult
P.point_blank = TRUE
/obj/item/gun/proc/process_accuracy(obj/projectile, mob/user, atom/target, acc_mod, dispersion)
var/obj/projectile/P = projectile
if(!istype(P))
return //default behaviour only applies to true projectiles
//Accuracy modifiers
P.accuracy = accuracy + acc_mod
P.spread += 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 * 0.5
P.spread -= one_hand_fa_penalty * 0.5 //Adds 6 degrees of spread on all rifles. Not very significant.
if(one_hand_fa_penalty > 2 && !wielded && F?.name == "short burst")
P.accuracy -= one_hand_fa_penalty * 0.5
P.spread -= one_hand_fa_penalty * 0.5
if(one_hand_fa_penalty > 2 && !wielded && F?.name == "3 round burst")
P.accuracy -= one_hand_fa_penalty * 0.5
P.spread -= 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/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
if(!P.preparePixelProjectile(target, src, params, added_spread))
return FALSE
P.firer = user
P.fired_from = src
P.def_zone = target_zone
return !P.fire()
//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_DANGER("\The [user] sticks \the [src] in their mouth, their finger ready to pull the trigger..."))
if(!do_after(user, 4 SECONDS))
M.visible_message(SPAN_GOOD("\The [user] takes \the [src] out of their mouth."))
mouthshoot = FALSE
return
user.visible_message(SPAN_DANGER("\The [user] pulls the trigger."))
if (!pin && needspin) // Checks the pin of the gun.
handle_click_empty(user)
mouthshoot = FALSE
return
else if (!pin.pin_auth() && needspin)
handle_click_empty(user)
mouthshoot = FALSE
return
else if(safety() && user.a_intent != I_HURT)
handle_click_empty(user)
mouthshoot = FALSE
return
var/obj/projectile/in_chamber = consume_next_projectile()
if(istype(in_chamber))
play_fire_sound()
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 == DAMAGE_PAIN)
user.apply_damage(in_chamber.damage * 2, DAMAGE_PAIN, BP_HEAD)
else
log_and_message_admins("[key_name(user)] commited suicide using \a [src].")
user.apply_damage(in_chamber.damage * 20, in_chamber.damage_type, BP_HEAD, used_weapon = "Point blank shot in the mouth with \a [in_chamber]", damage_flags = DAMAGE_FLAG_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)
update_firing_delays()
///Handles removing the suppressor from the gun
/obj/item/gun/proc/clear_suppressor()
if(!can_unsuppress)
return
suppressed = FALSE
suppressor = null
update_icon()
/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)
balloon_alert(user, "safety [safety_state ? "on" : "off"].")
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.Held"
set desc = "Shortcut is Ctrl-click."
set name = "Toggle Gun Safety"
if(has_safety && usr == loc)
toggle_safety(usr)
/obj/item/gun/CtrlClick(var/mob/user)
if(has_safety && !use_check(user, USE_FORCE_SRC_IN_USER))
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(istype(O))
O.unwield()
else
var/obj/item/offhand_item = user.get_inactive_hand()
if(offhand_item)
user.unEquip(offhand_item, FALSE, user.loc)
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
update_firing_delays()
if(unwield_sound)
playsound(src.loc, unwield_sound, 50, 1)
update_icon()
update_held_icon()
/obj/item/gun/proc/wield()
wielded = TRUE
update_firing_delays()
if(wield_sound)
playsound(src.loc, wield_sound, 50, 1)
update_icon()
update_held_icon()
/obj/item/gun/proc/update_firing_delays()
if(wielded)
if(!isnull(fire_delay_wielded))
fire_delay = fire_delay_wielded
if(!isnull(recoil_wielded))
recoil = recoil_wielded
if(!isnull(accuracy_wielded))
accuracy = accuracy_wielded
else
if(!isnull(fire_delay_wielded))
fire_delay = initial(fire_delay)
if(!isnull(recoil_wielded))
recoil = initial(recoil)
if(!isnull(accuracy_wielded))
accuracy = initial(accuracy)
/obj/item/gun/mob_can_equip(mob/user, slot, disable_warning, bypass_blocked_check = FALSE, is_overlay_check = FALSE)
//Cannot equip wielded items.
if(!is_overlay_check)
if(wielded)
unwield()
var/obj/item/offhand/O = user.get_inactive_hand()
if(istype(O))
O.unwield()
return ..()
/obj/item/gun/throw_at()
..()
update_maptext()
/obj/item/gun/on_give()
update_maptext()
/obj/item/gun/dropped(mob/user)
..()
//Removing the lock and the buttons.
if(istype(user, /mob/living))
var/mob/living/living_user = user
living_user.stop_aiming(src)
// so that mobs don't rest with the gun already wielded to bypass the firing delay updates
UnregisterSignal(user, COMSIG_MOB_RESTED)
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_REF(update_maptext)), 1)
// so that mobs don't rest with the gun already wielded to bypass the firing delay updates
RegisterSignal(user, COMSIG_MOB_RESTED, PROC_REF(update_firing_delays))
if(is_wieldable)
unwield()
///////////OFFHAND///////////////
/obj/item/offhand
w_class = WEIGHT_CLASS_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/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 [O] with both hands."))
O.unwield()
unwield()
if (!QDELETED(src))
qdel(src)
/obj/item/offhand/mob_can_equip(var/mob/M, slot, disable_warning = FALSE, bypass_blocked_check = FALSE, is_overlay_check = FALSE)
var/static/list/equippable_slots = list(slot_l_hand, slot_r_hand)
if(slot in equippable_slots)
return TRUE
return FALSE
/obj/item/gun/Destroy()
if (istype(pin))
QDEL_NULL(pin)
if(bayonet)
QDEL_NULL(bayonet)
if(istype(suppressor))
QDEL_NULL(suppressor)
return ..()
/**
* This proc is only called when a weapon has already hit a failure chance, based on prob(100-reliability) during the fire_checks proc.
* Based on the weapon's relability value, this proc checks if the severity of the failure exceeds the default (1). It then executes
* either small_*, medium_*, or critical_fail procs. These are empty returns by default, and must be coded for each weapon/component.
*
* As of 2025/11, reliability failures are only implemented for Science's modular weaponry system.
*/
/obj/item/gun/proc/handle_reliability_fail(var/mob/user)
var/severity = 1
if(prob(80-reliability)) //Medium severity failures only possible under 80% reliability.
severity = 2
if(prob(65-reliability)) //Critical failures only possible under 65% 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(obj/item/attacking_item, mob/user, params)
if(istype(attacking_item, /obj/item/material/knife/bayonet))
if(!can_bayonet)
balloon_alert(user, "doesn't fit!")
return ..()
if(bayonet)
balloon_alert(user, "already has a bayonet!")
return TRUE
if(user.l_hand != attacking_item && user.r_hand != attacking_item)
balloon_alert(user, "not in hand!")
return
user.drop_from_inventory(attacking_item,src)
bayonet = attacking_item
balloon_alert(user, "[attacking_item.name] attached")
w_class += attacking_item.w_class
update_icon()
return TRUE
if(istype(pin) && pin.attackby(attacking_item, user)) //Allows users to use their ID on a gun with a wireless-control firing pin to register their identity.
return TRUE
if(istype(attacking_item, /obj/item/ammo_display))
if(!can_ammo_display)
balloon_alert(user, "doesn't fit!")
return TRUE
if(ammo_display)
balloon_alert(user, "already has an ammo display!")
return TRUE
if(user.l_hand != attacking_item && user.r_hand != attacking_item)
balloon_alert(user, "not in hand!")
return
if(displays_maptext)
balloon_alert(user, "already displaying its ammo count!")
return TRUE
user.drop_from_inventory(attacking_item, src)
ammo_display = attacking_item
displays_maptext = TRUE
balloon_alert(user, "[attacking_item.name] attached")
w_class += attacking_item.w_class
return TRUE
if(attacking_item.tool_behaviour == TOOL_CROWBAR && bayonet)
to_chat(user, SPAN_NOTICE("You detach \the [bayonet] from \the [src]."))
bayonet.forceMove(get_turf(src))
user.put_in_hands(bayonet)
w_class -= bayonet.w_class
bayonet = null
update_icon()
return TRUE
if(attacking_item.tool_behaviour == TOOL_WRENCH && 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)
w_class -= ammo_display.w_class
ammo_display = null
displays_maptext = FALSE
maptext = ""
return TRUE
if(pin && attacking_item.tool_behaviour == TOOL_SCREWDRIVER)
visible_message(SPAN_WARNING("\The [user] begins to try and pry out \the [src]'s firing pin!"))
if(attacking_item.use_tool(src, user, 45, volume = 50))
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 TRUE
if(is_sharp(attacking_item))
user.visible_message("<b>[user]</b> carves a notched mark into \the [src].", SPAN_NOTICE("You carve a notched mark into \the [src]."))
markings++
return TRUE
return ..()
/obj/item/gun/proc/get_ammo()
return 0
//Autofire
/obj/item/gun/proc/can_autofire(object, location, params)
return (can_autofire && world.time >= next_fire_time)
/// Called when the gun's ammo state changes, checks if it's being held by a mob or in a mob's bag, and then updates the maptext
/obj/item/gun/proc/update_maptext()
if(displays_maptext)
if(!ismob(loc) && !ismob(loc.loc))
maptext = ""
return
handle_maptext()
/// Updates the maptext for the gun when a holographic ammo display is attached. Called in update_maptext() in gun.dm
/obj/item/gun/proc/handle_maptext()
SHOULD_NOT_SLEEP(TRUE)
var/ammo = get_ammo()
if(ammo > 9)
if(ammo < 20)
maptext_x = 20
else
maptext_x = 18
else
maptext_x = 22
maptext = "<span style=\"font-family: 'Small Fonts'; -dm-text-outline: 1 black; font-size: 7px;\">[ammo]</span>"
/obj/item/gun/get_print_info(var/no_clear = TRUE)
if(no_clear)
. = ""
. += "Burst: [burst]<br>"
. += "Reliability: [reliability]<br>"