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https://github.com/Aurorastation/Aurora.3.git
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**Modular laser changes** - tl:dr Shooting mod laser at a mob counts up an improvement potential variable, which when the gun is disassembled, gets spread across the components. - When the components are repaired, by someone with high skill, there is a chance to increase a variable, such as damage, shot count, accuracy. - Players give the biggest increase, followed by non-player humans (protohumans & mechs fall in this catagory), then simple mobs and finally monkeys. Non combat modlasers improve slowly when used for their intended task (betarays slowly tick up when shooting hydroponics bays) The philosophy for these changes is that research should continue to be involved with the equipment they give out. It should also be difficult (but not impossible) for research to upgrade their weapons without support from other departments. Xenobio slimes, protohumans, medical help to keep the protohuman alive while you shoot it, security help to actually use the guns on real targets (this gives the biggest increases). The more powerful a weapon is the harder it is to upgrade, as it'll kill it's targets quicker. The more upgraded a weapon is the more difficult it is to upgrade further, improvement potential will get wasted on components that have already hit their cap. On their own, by the time the 5 monkeys research start with are dead, it's possible for a max skill scientist to improve one gun's worth of components by ~25%. The weapons research can now make at roundstart (with max tech) are significantly worse than what spawns in the armoury. The weapons research can make with gold, silver, uranium and phoron are equal to what spawns in the armoury. The weapons research can make with diamonds are better than what spawns in the armoury. Major nerfs to heat vents, auxiliary capacitor and capacitor overcharge, these were the problem children. It is now impossible to make a weapon that does not take damage through use. Safe designs will only break with heavy use, by people who don't bring them back to research for repairs. Powerful designs break quickly and need repeated repairs. Adds two side grade capacitors that can be made at roundstart (with max tech), one higher damage and fewer shots. One lower damage and more shots. High skill characters get much more information when examining modular lasers and a chance to throw the gun away before it explodes. Adds some defines to help balance these changes: Improvement cap (the total percent a component can increase) Currently 100%. Increase & Decrease Cap, how much an individual variable can be increased or decreased. Currently 2x and 0.2x. Improvement multiplier, multiplies all improvement gains. Currently 1x. **Firing Pin fixes & changes** Fixed ID locked firing pins and adds them to R&D. Adds the inner research department to the firing range locked pins. This is so xenobotanists, xenobiologists & xenoarchs can use the modular lasers. Freeze rays for slimes, betarays for xenobotanists, laser activation for artifacts for xenoarch. It is still impossible for a scientist to make a weapon they can use anywhere, but they can give them to security who can use them freely. **Misc bug fixes** The weapon analyzer UI now updates and only shows relevant statistics, instead of displaying every variable even when they do nothing. Replaces the buggy tesla zap with just electrocuting the holder. Fixes a few broken visual messages. Fixes the vermin modulator not killing anything, now it also works on grems. Fixes click delay on malfunction. Fixes radiation damage numbers. Fixes the temperature modulator. Fixes the report printout showing the wrong numbers. --------- Co-authored-by: Copilot <copilot@github.com>
1164 lines
36 KiB
Plaintext
1164 lines
36 KiB
Plaintext
/**
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* Defines a firing mode for a gun.
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*
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* A firemode is created from a list of fire mode settings. Each setting modifies the value of the gun var with the same name.
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* 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.
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* Obviously not compatible with variables that take a null value. If a setting is not present, then the corresponding var will not be modified.
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*/
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/datum/firemode
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var/name = "default"
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var/list/settings = list()
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var/list/original_settings
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/datum/firemode/New(obj/item/gun/gun, list/properties = null)
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..()
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if(!properties) return
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for(var/propname in properties)
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var/propvalue = properties[propname]
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if(propname == "mode_name")
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name = propvalue
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else if(isnull(propvalue))
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settings[propname] = gun.vars[propname] //better than initial() as it handles list vars like burst_accuracy
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else
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settings[propname] = propvalue
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/datum/firemode/proc/apply_to(obj/item/gun/gun)
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LAZYINITLIST(original_settings)
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for(var/propname in settings)
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original_settings[propname] = gun.vars[propname]
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gun.vars[propname] = settings[propname]
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/datum/firemode/proc/unapply_to(obj/item/gun/gun)
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if (LAZYLEN(original_settings))
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for (var/propname in original_settings)
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gun.vars[propname] = original_settings[propname]
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LAZYCLEARLIST(original_settings)
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original_settings = null
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/// Parent gun type. Guns are weapons that can be aimed at mobs and act over a distance.
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ABSTRACT_TYPE(/obj/item/gun)
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name = "gun"
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desc = "It's a gun. It's pretty terrible, though."
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icon = 'icons/obj/guns/faction/zavodskoi_interstellar/pistol.dmi'
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var/gun_gui_icons = 'icons/obj/guns/gun_gui.dmi'
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icon_state = "pistol"
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item_state = "pistol"
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contained_sprite = TRUE
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obj_flags = OBJ_FLAG_CONDUCTABLE
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slot_flags = SLOT_BELT|SLOT_HOLSTER
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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w_class = WEIGHT_CLASS_NORMAL
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throwforce = 5
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throw_speed = 4
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throw_range = 5
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force = 11
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origin_tech = list(TECH_COMBAT = 1)
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attack_verb = list("struck", "hit", "bashed")
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zoomdevicename = "scope"
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light_system = DIRECTIONAL_LIGHT
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/*
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* Suppression vars
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*/
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/// 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
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var/suppressed = FALSE
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/// The suppressor item currently attached to the gun
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var/obj/item/suppressor/suppressor
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/// Whether the weapon can have a suppressor attached
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var/can_suppress = FALSE
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/// Whether the weapon can have a suppressor unattached
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var/can_unsuppress = TRUE
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/*
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* Sound vars
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*/
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/// Sound of the gun firing.
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var/fire_sound = 'sound/weapons/gunshot/gunshot1.ogg'
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/// Whether to vary the frequency of the firing sound.
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var/vary_fire_sound = TRUE
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/// The volume of the firing sound.
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var/fire_sound_volume = 50
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///Sound of the gun firing when empty (dryfiring).
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var/empty_sound = SFX_OUT_OF_AMMO
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///Determines what a player should hear in audible_message when the gun is fired. e.g gunshot, blast.
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var/fire_sound_text = "gunshot"
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/// The firing sound to play when suppressed = TRUE.
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var/suppressed_sound = 'sound/weapons/gunshot/gunshot_suppressed.ogg'
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/// The volume of the suppressed sound.
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var/suppressed_volume = 60
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/// The sound of the safety being turned on.
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var/safetyon_sound = 'sound/weapons/blade_open.ogg'
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/// The sound of the safety being turned off.
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var/safetyoff_sound = 'sound/weapons/blade_close.ogg'
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drop_sound = 'sound/items/drop/gun.ogg'
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pickup_sound = 'sound/items/pickup/gun.ogg'
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var/burst = 1
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var/can_autofire = FALSE
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/// Delay after shooting before the gun can be used again
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var/fire_delay = 6
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/// Delay between shots, if firing in bursts
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var/burst_delay = 1
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var/move_delay = 0
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/// Screen shake.
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var/recoil = 0
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var/muzzle_flash = 3
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/// 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.
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var/accuracy = 0
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/// The higher this number, the more accurate this weapon is when fired from the off-hand.
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var/offhand_accuracy = 0
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var/scoped_accuracy = null
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/// Allows for different accuracies for each shot in a burst. Applied on top of accuracy.
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var/list/burst_accuracy = list(0)
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var/list/dispersion = list(0)
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/// The weapon's reliability; impacts probability rolls for misfires/failures of different sorts. As of 2025/11, only implemented for science modular weapons.
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var/reliability = 100
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/// Standard firing pin for most guns.
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var/obj/item/firing_pin/pin = /obj/item/firing_pin
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var/cyborg_maptext_override
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var/displays_maptext = FALSE
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/// If this weapon can have an ammo display attached.
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var/can_ammo_display = TRUE
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/// The ammo display attached to this weapon.
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var/obj/item/ammo_display
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maptext_x = 22
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maptext_y = 2
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/// If this weapon can have a bayonet attached.
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var/can_bayonet = FALSE
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/// The bayonet attached to this weapon.
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var/obj/item/material/knife/bayonet/bayonet
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var/knife_x_offset = 0
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var/knife_y_offset = 0
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var/next_fire_time = 0
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/// Index of the currently selected mode.
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var/sel_mode = 1
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var/list/firemodes = list()
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/// For marking kills with a knife.
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var/markings = 0
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// Wielding information
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var/fire_delay_wielded
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var/recoil_wielded
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var/accuracy_wielded
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var/wielded = 0
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var/needspin = TRUE
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/// Can this weapon be dual-wielded?
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var/is_wieldable = FALSE
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var/wield_sound = SFX_WIELD
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var/unwield_sound = null
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/// Additional accuracy/dispersion penalty for using full auto one-handed
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var/one_hand_fa_penalty = 0
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// Aiming system stuff
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/// Can this gun target multiple people?
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var/multi_aim = 0
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/// List of who is being targeted.
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var/tmp/list/mob/living/aim_targets
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/// Used to fire faster at more than one person.
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var/tmp/mob/living/last_moved_mob
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var/tmp/lock_time = -100
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/// Whether or not the gun has a safety.
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var/has_safety = TRUE
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/// Whether the gun's safety is currently engaged.
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var/safety_state = TRUE
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var/image/safety_overlay
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/// 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.
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var/iff_capable = FALSE
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/obj/item/gun/mechanics_hints(mob/user, distance, is_adjacent)
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. += ..()
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if(has_safety)
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. += "To fire, toggle the safety with CTRL-click (or enable HARM intent), then click where you want to shoot."
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else
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. += "To fire, because this weapon has no safety, just click where you want to shoot."
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if(is_wieldable)
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. += "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."
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. += "Use an object with a sharp edge, like a knife, to carve a notch into this."
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/obj/item/gun/assembly_hints(mob/user, distance, is_adjacent)
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. += ..()
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if(can_bayonet && !bayonet)
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. += "This weapon can support the attachment of a bayonet."
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if(can_ammo_display && !ammo_display)
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. += "This weapon can support the attachment of an ammo display."
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/obj/item/gun/disassembly_hints(mob/user, distance, is_adjacent)
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. += ..()
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if(bayonet)
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. += "The bayonet can be removed from this weapon with a crowbar."
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if(ammo_display)
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. += "The ammo display can be removed from this weapon with a wrench."
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if(pin)
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. += "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!"
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/obj/item/gun/feedback_hints(mob/user, distance, is_adjacent)
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. += ..()
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if(distance > 1)
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return
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if(markings)
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. += SPAN_NOTICE("It has [markings] [markings == 1 ? "notch" : "notches"] carved into the stock.")
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if(needspin)
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if(pin)
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. += "\The [pin] is installed in the trigger mechanism."
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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.
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else
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. += "It doesn't have a firing pin installed, and won't fire."
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if(firemodes.len > 1)
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var/datum/firemode/current_mode = firemodes[sel_mode]
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. += "The fire selector is set to [current_mode.name]."
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if(has_safety)
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. += "The safety is [safety() ? "on" : "off"]."
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/obj/item/gun/Initialize(mapload)
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. = ..()
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for(var/i in 1 to firemodes.len)
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firemodes[i] = new /datum/firemode(src, firemodes[i])
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if(isnull(scoped_accuracy))
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scoped_accuracy = accuracy
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if (needspin)
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if(!pin)
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pin = /obj/item/firing_pin
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pin = new pin(src)
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else
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pin = null
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if(istype(loc, /obj/item/robot_module))
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has_safety = FALSE
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if(!cyborg_maptext_override)
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displays_maptext = TRUE
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update_maptext()
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if(istype(loc, /obj/item/rig_module))
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has_safety = FALSE
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queue_icon_update()
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/obj/item/gun/should_equip()
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return TRUE
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/obj/item/gun/update_icon()
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..()
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underlays.Cut()
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if(bayonet)
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var/image/I
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I = image(icon = 'icons/obj/guns/attachments/bayonet.dmi', icon_state = "bayonet")
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I.pixel_x = knife_x_offset
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I.pixel_y = knife_y_offset
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underlays += I
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if(has_safety)
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CutOverlays(safety_overlay, ATOM_ICON_CACHE_PROTECTED)
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safety_overlay = null
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if(!isturf(loc)) // In a mob, holster or bag or something
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safety_overlay = image(gun_gui_icons,"[safety()]")
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AddOverlays(safety_overlay, ATOM_ICON_CACHE_PROTECTED)
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if(is_wieldable)
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if(wielded)
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var/list/gun_states = icon_states(icon)
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if(("[item_state]-wielded_lh" in gun_states) || ("[item_state]-wielded_rh" in gun_states))
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item_state = "[item_state]-wielded"
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else
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item_state = replacetext(item_state,"-wielded","")
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update_held_icon()
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/obj/item/gun/can_swap_hands(mob/user)
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if(wielded)
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unwield()
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var/obj/item/offhand/O = user.get_inactive_hand()
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if(istype(O))
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O.unwield()
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return ..()
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/obj/item/gun/proc/unique_action(var/mob/user)
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return
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/obj/item/gun/proc/toggle_firing_mode(var/mob/user, var/list/message_mobs)
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var/cancelled = FALSE
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SEND_SIGNAL(user, COMSIG_GUN_TOGGLE_FIRING_MODE, src, &cancelled)
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if (cancelled)
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return
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var/datum/firemode/new_mode = switch_firemodes(user)
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if(new_mode)
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playsound(user, safetyoff_sound, 25)
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to_chat(user, SPAN_NOTICE("\The [src] is now set to [new_mode.name]."))
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update_firing_delays()
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for(var/M in message_mobs)
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to_chat(M, SPAN_NOTICE("[user] has set \the [src] to [new_mode.name]."))
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//Checks whether a given mob can use the gun
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//Any checks that shouldn't result in handle_click_empty() being called if they fail should go here.
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//Otherwise, if you want handle_click_empty() to be called, check in consume_next_projectile() and return null there.
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/obj/item/gun/proc/special_check(var/mob/user)
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if(!isliving(user))
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return FALSE
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if(!user.IsAdvancedToolUser())
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return FALSE
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if(user.is_pacified())
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to_chat(user, SPAN_NOTICE("You don't want to risk harming anyone!"))
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return FALSE
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var/mob/living/M = user
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if((M.mutations & HULK))
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to_chat(M, SPAN_DANGER("Your fingers are much too large for the trigger guard!"))
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return FALSE
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if(ishuman(M))
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var/mob/living/carbon/human/A = M
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var/no_guns_check = A.check_no_guns()
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if(no_guns_check)
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to_chat(A, SPAN_WARNING("[no_guns_check]")) // the proc returns the no_guns_message
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return FALSE
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if(A.species && !A.species.can_use_guns())
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return FALSE
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if((M.is_clumsy()) && prob(40)) //Clumsy handling
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var/obj/P = consume_next_projectile()
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if(P)
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if(process_projectile(P, user, user, pick(BP_L_FOOT, BP_R_FOOT)))
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handle_post_fire(user, user)
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user.visible_message(
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SPAN_DANGER("\The [user] shoots [user.get_pronoun("himself")] in the foot with \the [src]!"),
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SPAN_DANGER("You shoot yourself in the foot with \the [src]!")
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)
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M.drop_item()
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else
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handle_click_empty(user)
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return FALSE
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if(pin && needspin)
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if(pin.pin_auth(user) || pin.emagged)
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return TRUE
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else
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pin.auth_fail(user)
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handle_click_empty(user)
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return FALSE
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else
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if(needspin)
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to_chat(user, SPAN_WARNING("\The [src]'s trigger is locked. This weapon doesn't have a firing pin installed!"))
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balloon_alert(user, "trigger locked, firing pin needed!")
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return FALSE
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else
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return TRUE
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/obj/item/gun/afterattack(atom/A, mob/living/user, adjacent, params)
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if(adjacent) return //A is adjacent, is the user, or is on the user's person
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if(!user.aiming)
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user.aiming = new(user)
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if(user?.client && user.aiming?.active && user.aiming.aiming_at != A)
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PreFire(A,user,params) //They're using the new gun system, locate what they're aiming at.
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return
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else
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Fire(A,user,params) //Otherwise, fire normally.
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/obj/item/gun/attack(mob/living/target_mob, mob/living/user, target_zone)
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if (target_mob == user && user.zone_sel.selecting == BP_MOUTH && !mouthshoot)
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handle_suicide(user)
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else if(user.a_intent != I_HURT && user.aiming && user.aiming.active) //if aim mode, don't pistol whip
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if (user.aiming.aiming_at != target_mob)
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PreFire(target_mob, user)
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else
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Fire(target_mob, user, pointblank=1)
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else if(user.a_intent == I_HURT) //point blank shooting
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Fire(target_mob, user, pointblank=1)
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else if(bayonet)
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bayonet.attack(target_mob, user, target_zone)
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else
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return ..() //Pistolwhippin'
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/obj/item/gun/proc/get_appropriate_delay()
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var/fire_time = burst > 1 ? ((burst - 1) * burst_delay) : fire_delay
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var/appropriate_delay = burst > 1 ? burst_delay : fire_delay
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var/shoot_time = max(fire_time, appropriate_delay)
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return shoot_time
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/**
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* Attempts to fire the weapon. This does several things, namely:
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* * Adds fingerprints to the weapon.
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* * Checks for the safety's engagement.
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* * Runs reliability checks, and executes any custom-coded failure events.
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* * Fire time checks to avoid spam, as well as handling shoot delay.
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* * Makes the user face their target (duh).
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*/
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/obj/item/gun/proc/fire_checks(atom/target, mob/living/user, clickparams, pointblank=0, reflex=0)
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if(!user || !target)
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return FALSE
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add_fingerprint(user)
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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 = 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()
|
|
|
|
#define LYING_DOWN_FIRE_DELAY_AND_RECOIL_STAT_MULTIPLIER 0.9 //If the mob is intentionally lying down, apply this as a bonus to the fire delay and recoil
|
|
#define LYING_DOWN_ACCURACY_STAT_MULTIPLIER 1.1 //If the mob is intentionally lying down, apply this as a bonus to accuracy
|
|
|
|
/obj/item/gun/proc/update_firing_delays()
|
|
if(wielded)
|
|
if(!isnull(fire_delay_wielded))
|
|
fire_delay = usr.lying_is_intentional ? (fire_delay_wielded * LYING_DOWN_FIRE_DELAY_AND_RECOIL_STAT_MULTIPLIER) : fire_delay_wielded
|
|
if(!isnull(recoil_wielded))
|
|
recoil = usr.lying_is_intentional ? (recoil_wielded * LYING_DOWN_FIRE_DELAY_AND_RECOIL_STAT_MULTIPLIER) : recoil_wielded
|
|
if(!isnull(accuracy_wielded))
|
|
accuracy = usr.lying_is_intentional ? (accuracy_wielded * LYING_DOWN_ACCURACY_STAT_MULTIPLIER) : 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)
|
|
|
|
#undef LYING_DOWN_FIRE_DELAY_AND_RECOIL_STAT_MULTIPLIER
|
|
#undef LYING_DOWN_ACCURACY_STAT_MULTIPLIER
|
|
|
|
/obj/item/gun/mob_can_equip(mob/user, slot, disable_warning, ignore_blocked)
|
|
//Cannot equip wielded items.
|
|
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)
|
|
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>"
|