Files
Aurora.3/code/modules/projectiles/gun.dm
mport2004@gmail.com 46a7143e3a Energy projectiles work again.
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-11 07:52:30 +00:00

105 lines
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/obj/item/weapon/gun
name = "gun"
desc = "Its a gun. It's pretty terrible, though."
icon = 'gun.dmi'
icon_state = "detective"
item_state = "gun"
flags = FPRINT | TABLEPASS | CONDUCT | ONBELT | USEDELAY
m_amt = 2000
w_class = 3.0
throwforce = 5
throw_speed = 4
throw_range = 5
force = 5.0
origin_tech = "combat=1"
var
fire_sound = 'Gunshot.ogg'
obj/item/projectile/in_chamber = null
caliber = ""
silenced = 0
recoil = 0
proc
load_into_chamber()
special_check(var/mob/M)
load_into_chamber()
return 0
special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver.
return 1
emp_act(severity)
for(var/obj/O in contents)
O.emp_act(severity)
afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)//TODO: go over this
if(flag) return //we're placing gun on a table or in backpack
if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy)) return//Shouldnt flag take care of this?
if(istype(user, /mob/living))
var/mob/living/M = user
if ((M.mutations & CLUMSY) && prob(50))
M << "\red The [src.name] blows up in your face."
M.take_organ_damage(0,20)
M.drop_item()
del(src)
return
if (!user.IsAdvancedToolUser())
user << "\red You don't have the dexterity to do this!"
return
add_fingerprint(user)
var/turf/curloc = user.loc
var/turf/targloc = get_turf(target)
if (!istype(targloc) || !istype(curloc))
return
if(!special_check(user)) return
if(!load_into_chamber())
user << "\red *click*";
return
if(silenced)
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 50, 1)
if(!in_chamber) return
in_chamber.firer = user
in_chamber.def_zone = user.zone_sel.selecting
if(targloc == curloc)
user.bullet_act(in_chamber)
del(in_chamber)
update_icon()
return
if(recoil)
spawn()
shake_camera(user, recoil + 1, recoil)
in_chamber.original = targloc
in_chamber.loc = get_turf(user)
user.next_move = world.time + 4
in_chamber.silenced = silenced
in_chamber.current = curloc
in_chamber.yo = targloc.y - curloc.y
in_chamber.xo = targloc.x - curloc.x
spawn()
in_chamber.process()
sleep(1)
in_chamber = null
update_icon()
return