mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-27 18:41:59 +00:00
Rewrites gun.dm. Reorganizes the firing procedure into logical procs and cleans up some unnecessary variables or demotes them to the subtypes that actually care. Energy weapons that create their own projectiles no longer care about in_chamber. Launcher support is much more natural now. Cleans up duplicated cyborg energy weapon power supply code. Adds support for energy weapons to recharge from external power sources, unifying cyborg and hardsuit mounted weapons. Incorporates the cyborg taser recharging mechanism. Cleans up laser tag gun duplication Changes path strings to actual paths. Changes relative paths to absolute paths. Renamed several targeting vars to make their purposes more clear. Fixed targeting not handling firing correctly for certain subtypes.
237 lines
7.6 KiB
Plaintext
237 lines
7.6 KiB
Plaintext
//Parent gun type. Guns are weapons that can be aimed at mobs and act over a distance
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/obj/item/weapon/gun
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name = "gun"
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desc = "Its a gun. It's pretty terrible, though."
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icon = 'icons/obj/gun.dmi'
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icon_state = "detective"
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item_state = "gun"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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matter = list("metal" = 2000)
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w_class = 3
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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 = 5
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origin_tech = "combat=1"
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attack_verb = list("struck", "hit", "bashed")
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var/fire_delay = 6
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var/fire_sound = 'sound/weapons/Gunshot.ogg'
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var/fire_sound_text = "gunshot"
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var/recoil = 0 //screen shake
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var/silenced = 0
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var/last_fired = 0
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//aiming system stuff
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var/keep_aim = 1 //1 for keep shooting until aim is lowered
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//0 for one bullet after tarrget moves and aim is lowered
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var/multi_aim = 0 //Used to determine if you can target multiple people.
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var/tmp/list/mob/living/aim_targets //List of who yer targeting.
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var/tmp/mob/living/last_moved_mob //Used to fire faster at more than one person.
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var/tmp/told_cant_shoot = 0 //So that it doesn't spam them with the fact they cannot hit them.
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var/tmp/lock_time = -100
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//Returns 1 if the gun is able to be fired
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/obj/item/weapon/gun/proc/ready_to_fire()
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if(world.time >= last_fired + fire_delay)
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last_fired = world.time
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return 1
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else
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return 0
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//Checks whether a given mob can use the gun
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/obj/item/weapon/gun/proc/special_check(var/mob/user)
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if(!istype(user, /mob/living))
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return 0
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if(!user.IsAdvancedToolUser())
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return 0
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var/mob/living/M = user
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if(HULK in M.mutations)
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M << "<span class='danger'>Your fingers are much too large for the trigger guard!</span>"
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return 0
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if((CLUMSY in M.mutations) && prob(40) && can_fire()) //Clumsy handling
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var/obj/in_chamber = get_next_projectile()
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if(in_chamber)
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if(process_projectile(in_chamber, user, user, pick("l_foot", "r_foot")))
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handle_post_fire(user, user)
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user.visible_message(
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"<span class='danger'>[user] shoots \himself in the foot with \the [src]!</span>",
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"<span class='danger'>You shoot yourself in the foot with \the [src]!</span>"
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)
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M.drop_item()
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return 0
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return 1
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/obj/item/weapon/gun/emp_act(severity)
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for(var/obj/O in contents)
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O.emp_act(severity)
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/obj/item/weapon/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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//decide whether to aim or shoot normally
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var/aiming = 0
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if(user && user.client && !(A in aim_targets))
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var/client/C = user.client
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//If help intent is on and we have clicked on an eligible target, switch to aim mode automatically
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if(user.a_intent == "help" && isliving(A) && !C.gun_mode)
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C.ToggleGunMode()
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if(C.gun_mode)
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aiming = PreFire(A,user,params) //They're using the new gun system, locate what they're aiming at.
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if (!aiming)
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if(user && user.a_intent == "help") //regardless of what happens, refuse to shoot if help intent is on
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user << "\red You refrain from firing your [src] as your intent is set to help."
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else
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Fire(A,user,params) //Otherwise, fire normally.
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/obj/item/weapon/gun/attack(atom/A, mob/living/user, def_zone)
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if (A == user && user.zone_sel.selecting == "mouth" && !mouthshoot)
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handle_suicide(user)
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else if(user.a_intent == "hurt") //point blank shooting
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Fire(A, user, pointblank=1)
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else
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return ..() //Pistolwhippin'
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/obj/item/weapon/gun/proc/Fire(atom/target, mob/living/user, params, pointblank=0, reflex=0)
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if(!user || !target) return
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add_fingerprint(user)
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if(!special_check(user))
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return
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if (!ready_to_fire())
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if (world.time % 3) //to prevent spam
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user << "<span class='warning'>[src] is not ready to fire again!"
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return
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var/obj/in_chamber = get_next_projectile()
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if(!in_chamber)
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handle_click_empty(user)
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return
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user.next_move = world.time + 4
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if(process_projectile(in_chamber, user, target, user.zone_sel.selecting, params, pointblank, reflex))
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handle_post_fire(user, target, pointblank, reflex)
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update_icon()
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if(user.hand)
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user.update_inv_l_hand()
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else
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user.update_inv_r_hand()
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//returns the next projectile to fire
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/obj/item/weapon/gun/proc/get_next_projectile()
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return null
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//TODO integrate this with gun code better.
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//TODO maybe provide user so that subtypes can emit messages if they want?
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/obj/item/weapon/gun/proc/can_fire()
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return 0
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//used by aiming code
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/obj/item/weapon/gun/proc/can_hit(atom/target as mob, var/mob/living/user as mob)
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if(!special_check(user))
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return 2
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return 0 //in_chamber.check_fire(target,user)
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//called if there was no projectile to shoot
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/obj/item/weapon/gun/proc/handle_click_empty(mob/user)
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if (user)
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user.visible_message("*click click*", "<span class='danger'>*click*</span>")
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else
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src.visible_message("*click click*")
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playsound(src.loc, 'sound/weapons/empty.ogg', 100, 1)
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//called after successfully firing
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/obj/item/weapon/gun/proc/handle_post_fire(mob/user, atom/target, var/pointblank=0, var/reflex=0)
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if(silenced)
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playsound(user, fire_sound, 10, 1)
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else
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playsound(user, fire_sound, 50, 1)
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user.visible_message(
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"<span class='danger'>[user] fires [src][pointblank ? " point blank at [target]":""][reflex ? " by reflex":""]!</span>",
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"<span class='warning'>You fire [src][reflex ? "by reflex":""]!</span>",
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"You hear a [fire_sound_text]!"
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)
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if(recoil)
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spawn()
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shake_camera(user, recoil + 1, recoil)
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//does the actual shooting
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/obj/item/weapon/gun/proc/process_projectile(obj/projectile, mob/user, atom/target, var/target_zone, var/params=null, var/pointblank=0, var/reflex=0)
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if(!istype(projectile, /obj/item/projectile))
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return 0 //default behaviour only applies to true projectiles
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var/obj/item/projectile/P = projectile
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//shooting while in shock
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var/x_offset = 0
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var/y_offset = 0
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if(istype(user, /mob/living/carbon))
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var/mob/living/carbon/mob = user
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if(mob.shock_stage > 120)
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y_offset = rand(-2,2)
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x_offset = rand(-2,2)
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else if(mob.shock_stage > 70)
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y_offset = rand(-1,1)
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x_offset = rand(-1,1)
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//Point blank bonus
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if(pointblank) P.damage *= 1.3
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//TODO: accuracy modifiers
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if(params)
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P.set_clickpoint(params)
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return !P.launch(target, user, src, target_zone, x_offset, y_offset)
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//Suicide handling.
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/obj/item/weapon/gun/var/mouthshoot = 0 //To stop people from suiciding twice... >.>
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/obj/item/weapon/gun/proc/handle_suicide(mob/living/user)
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if(!ishuman(user))
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return
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var/mob/living/carbon/human/M = user
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mouthshoot = 1
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M.visible_message("\red [user] sticks their gun in their mouth, ready to pull the trigger...")
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if(!do_after(user, 40))
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M.visible_message("\blue [user] decided life was worth living")
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mouthshoot = 0
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return
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var/obj/item/projectile/in_chamber = get_next_projectile()
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if (istype(in_chamber))
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user.visible_message("<span class = 'warning'>[user] pulls the trigger.</span>")
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if(silenced)
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playsound(user, fire_sound, 10, 1)
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else
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playsound(user, fire_sound, 50, 1)
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if(istype(in_chamber, /obj/item/projectile/beam/lastertag))
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user.show_message("<span class = 'warning'>You feel rather silly, trying to commit suicide with a toy.</span>")
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mouthshoot = 0
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return
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in_chamber.on_hit(M)
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if (in_chamber.damage_type != HALLOSS)
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user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]", sharp=1)
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user.death()
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else
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user << "<span class = 'notice'>Ow...</span>"
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user.apply_effect(110,AGONY,0)
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del(in_chamber)
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mouthshoot = 0
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return
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else
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handle_click_empty(user)
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mouthshoot = 0
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return |