mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-22 16:12:19 +00:00
Removes all \red's and \blues in favor of span classes. \red things that were bold were replaced with danger because it's warning but bold.
537 lines
17 KiB
Plaintext
537 lines
17 KiB
Plaintext
/*
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Defines a firing mode for a gun.
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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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/datum/firemode/New(obj/item/weapon/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/weapon/gun/gun)
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for(var/propname in settings)
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gun.vars[propname] = settings[propname]
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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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/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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item_icons = list(//DEPRECATED. USE CONTAINED SPRITES IN FUTURE
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slot_l_hand_str = 'icons/mob/items/lefthand_guns.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_guns.dmi'
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)
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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|SLOT_HOLSTER
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matter = list(DEFAULT_WALL_MATERIAL = 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 = list(TECH_COMBAT = 1)
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attack_verb = list("struck", "hit", "bashed")
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zoomdevicename = "scope"
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var/burst = 1
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var/fire_delay = 6 //delay after shooting before the gun can be used again
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var/burst_delay = 2 //delay between shots, if firing in bursts
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var/move_delay = 1
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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/muzzle_flash = 3
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var/accuracy = 0 //accuracy is measured in tiles. +1 accuracy means that everything is effectively one tile closer for the purpose of miss chance, -1 means the opposite. launchers are not supported, at the moment.
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var/scoped_accuracy = null
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var/list/burst_accuracy = list(0) //allows for different accuracies for each shot in a burst. Applied on top of accuracy
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var/list/dispersion = list(0)
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var/next_fire_time = 0
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var/sel_mode = 1 //index of the currently selected mode
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var/list/firemodes = list()
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//wielding information
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var/fire_delay_wielded = 0
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var/recoil_wielded = 0
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var/accuracy_wielded = 0
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var/wielded = 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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/obj/item/weapon/gun/New()
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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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//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/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)) //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("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'>\The [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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else
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handle_click_empty(user)
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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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if(!user.aiming)
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user.aiming = new(user)
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if(user && user.client && user.aiming && 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/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 == I_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, clickparams, 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(world.time < next_fire_time)
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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!</span>"
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return
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var/shoot_time = (burst - 1)* burst_delay
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user.setClickCooldown(shoot_time) //no clicking on things while shooting
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user.setMoveCooldown(shoot_time) //no moving while shooting either
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next_fire_time = world.time + shoot_time
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//actually attempt to shoot
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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.
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for(var/i in 1 to burst)
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var/obj/projectile = consume_next_projectile(user)
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if(!projectile)
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handle_click_empty(user)
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break
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var/acc = burst_accuracy[min(i, burst_accuracy.len)]
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var/disp = dispersion[min(i, dispersion.len)]
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process_accuracy(projectile, user, target, acc, disp)
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if(pointblank)
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process_point_blank(projectile, user, target)
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if(process_projectile(projectile, user, target, user.zone_sel.selecting, clickparams))
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handle_post_fire(user, target, pointblank, reflex, i == burst)
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update_icon()
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if(i < burst)
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sleep(burst_delay)
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if(!(target && target.loc))
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target = targloc
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pointblank = 0
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update_held_icon()
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//update timing
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user.setClickCooldown(DEFAULT_QUICK_COOLDOWN)
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user.setMoveCooldown(move_delay)
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next_fire_time = world.time + fire_delay
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//obtains the next projectile to fire
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/obj/item/weapon/gun/proc/consume_next_projectile()
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return null
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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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//just assume we can shoot through glass and stuff. No big deal, the player can just choose to not target someone
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//on the other side of a window if it makes a difference. Or if they run behind a window, too bad.
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return check_trajectory(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, var/playemote = 1)
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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 (playemote)
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if(reflex)
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user.visible_message(
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"<span class='reflex_shoot'><b>\The [user] fires \the [src][pointblank ? " point blank at \the [target]":""] by reflex!</b></span>",
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"<span class='reflex_shoot'>You fire \the [src] by reflex!</span>",
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"You hear a [fire_sound_text]!"
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)
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else
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user.visible_message(
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"<span class='danger'>\The [user] fires \the [src][pointblank ? " point blank at \the [target]":""]!</span>",
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"<span class='warning'>You fire \the [src]!</span>",
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"You hear a [fire_sound_text]!"
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)
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if(muzzle_flash)
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set_light(muzzle_flash)
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addtimer(CALLBACK(src, /atom/.proc/set_light, 0), 2)
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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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update_icon()
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/obj/item/weapon/gun/proc/process_point_blank(obj/projectile, mob/user, atom/target)
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var/obj/item/projectile/P = projectile
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if(!istype(P))
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return //default behaviour only applies to true projectiles
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//default point blank multiplier
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var/damage_mult = 1.3
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//determine multiplier due to the target being grabbed
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if(ismob(target))
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var/mob/M = target
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if(M.grabbed_by.len)
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var/grabstate = 0
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for(var/obj/item/weapon/grab/G in M.grabbed_by)
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grabstate = max(grabstate, G.state)
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if(grabstate >= GRAB_NECK)
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damage_mult = 2.5
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else if(grabstate >= GRAB_AGGRESSIVE)
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damage_mult = 1.5
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P.damage *= damage_mult
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//you can't miss at point blank..
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P.can_miss = 1
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/obj/item/weapon/gun/proc/process_accuracy(obj/projectile, mob/user, atom/target, acc_mod, dispersion)
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var/obj/item/projectile/P = projectile
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if(!istype(P))
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return //default behaviour only applies to true projectiles
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//Accuracy modifiers
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P.accuracy = accuracy + acc_mod
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P.dispersion = dispersion
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//Increasing accuracy across the board, ever so slightly
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P.accuracy += 1
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//accuracy bonus from aiming
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if (aim_targets && (target in aim_targets))
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//If you aim at someone beforehead, it'll hit more often.
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//Kinda balanced by fact you need like 2 seconds to aim
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//As opposed to no-delay pew pew
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P.accuracy += 2
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//does the actual launching of the projectile
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/obj/item/weapon/gun/proc/process_projectile(obj/projectile, mob/user, atom/target, var/target_zone, var/params=null)
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var/obj/item/projectile/P = projectile
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if(!istype(P))
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return 0 //default behaviour only applies to true projectiles
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if(params)
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P.set_clickpoint(params)
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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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return !P.launch_from_gun(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("<span class='warning'>[user] sticks their gun in their mouth, ready to pull the trigger...</span>")
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if(!do_after(user, 40))
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M.visible_message("<span class='notice'>[user] decided life was worth living</span>")
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mouthshoot = 0
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return
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var/obj/item/projectile/in_chamber = consume_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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in_chamber.on_hit(M)
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if (in_chamber.damage == 0)
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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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else if (in_chamber.damage_type == HALLOSS)
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user << "<span class = 'notice'>Ow...</span>"
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user.apply_effect(110,AGONY,0)
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else
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log_and_message_admins("[key_name(user)] commited suicide using \a [src]")
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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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qdel(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
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/obj/item/weapon/gun/proc/toggle_scope(var/zoom_amount=2.0, var/mob/user)
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//looking through a scope limits your periphereal vision
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//still, increase the view size by a tiny amount so that sniping isn't too restricted to NSEW
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var/zoom_offset = round(world.view * zoom_amount)
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var/view_size = round(world.view + zoom_amount)
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var/scoped_accuracy_mod = zoom_offset
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zoom(user, zoom_offset, view_size)
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if(zoom)
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accuracy = scoped_accuracy + scoped_accuracy_mod
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if(recoil)
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recoil = round(recoil*zoom_amount+1) //recoil is worse when looking through a scope
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//make sure accuracy and recoil are reset regardless of how the item is unzoomed.
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/obj/item/weapon/gun/zoom()
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..()
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if(!zoom)
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if(can_wield() && wielded)
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if(accuracy_wielded)
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accuracy = accuracy_wielded
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else
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accuracy = initial(accuracy)
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if(recoil_wielded)
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recoil = recoil_wielded
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else
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recoil = initial(recoil)
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else
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accuracy = initial(accuracy)
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recoil = initial(recoil)
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/obj/item/weapon/gun/examine(mob/user)
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..()
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if(firemodes.len > 1)
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var/datum/firemode/current_mode = firemodes[sel_mode]
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user << "The fire selector is set to [current_mode.name]."
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/obj/item/weapon/gun/proc/switch_firemodes()
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if(firemodes.len <= 1)
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return null
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sel_mode++
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if(sel_mode > firemodes.len)
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sel_mode = 1
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var/datum/firemode/new_mode = firemodes[sel_mode]
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new_mode.apply_to(src)
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return new_mode
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/obj/item/weapon/gun/attack_self(mob/user)
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var/datum/firemode/new_mode = switch_firemodes(user)
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if(new_mode)
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user << "<span class='notice'>\The [src] is now set to [new_mode.name].</span>"
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//Handling of rifles and two-handed weapons.
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/obj/item/weapon/gun/proc/can_wield()
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return 0
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/obj/item/weapon/gun/proc/toggle_wield(mob/user as mob)
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if(!can_wield())
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return
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if(!istype(user.get_active_hand(), /obj/item/weapon/gun))
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user << "<span class='warning'>You need to be holding the [name] in your active hand</span>"
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return
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if(!istype(user, /mob/living/carbon/human))
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user << "<span class='warning'>It's too heavy for you to stabilize properly.</span>"
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return
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var/mob/living/carbon/human/M = user
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if(istype(M.species, /datum/species/monkey))
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user << "<span class='warning'>It's too heavy for you to stabilize properly.</span>"
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return
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if(wielded)
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unwield()
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user << "<span class='notice'>You are no-longer stabilizing the [name] with both hands.</span>"
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var/obj/item/weapon/gun/offhand/O = user.get_inactive_hand()
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if(O && istype(O))
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O.unwield()
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else
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O = user.get_active_hand()
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if(O && istype(O))
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O.unwield()
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return
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else
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if(user.get_inactive_hand())
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user << "<span class='warning'>You need your other hand to be empty.</span>"
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return
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wield()
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user << "<span class='notice'>You stabilize the [initial(name)] with both hands.</span>"
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var/obj/item/weapon/gun/offhand/O = new(user)
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O.name = "[initial(name)] - offhand"
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O.desc = "Your second grip on the [initial(name)]."
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user.put_in_inactive_hand(O)
|
|
|
|
return
|
|
|
|
/obj/item/weapon/gun/proc/unwield()
|
|
wielded = 0
|
|
if(fire_delay_wielded)
|
|
fire_delay = initial(fire_delay)
|
|
if(recoil_wielded)
|
|
recoil = initial(recoil)
|
|
if(accuracy_wielded)
|
|
accuracy = initial(accuracy)
|
|
|
|
/obj/item/weapon/gun/proc/wield()
|
|
wielded = 1
|
|
if(fire_delay_wielded)
|
|
fire_delay = fire_delay_wielded
|
|
if(recoil_wielded)
|
|
recoil = recoil_wielded
|
|
if(accuracy_wielded)
|
|
accuracy = accuracy_wielded
|
|
|
|
/obj/item/weapon/gun/mob_can_equip(M as mob, slot)
|
|
//Cannot equip wielded items.
|
|
if(can_wield())
|
|
if(wielded)
|
|
M << "<span class='warning'>Lower the [initial(name)] first!</span>"
|
|
return 0
|
|
|
|
return ..()
|
|
|
|
/obj/item/weapon/gun/dropped(mob/living/user as mob)
|
|
..()
|
|
|
|
//Unwields the item when dropped, deletes the offhand
|
|
if(can_wield())
|
|
if(user)
|
|
var/obj/item/weapon/gun/O = user.get_inactive_hand()
|
|
if(istype(O))
|
|
O.unwield()
|
|
return unwield()
|
|
|
|
/obj/item/weapon/gun/pickup(mob/user)
|
|
if(can_wield())
|
|
unwield()
|
|
|
|
///////////OFFHAND///////////////
|
|
/obj/item/weapon/gun/offhand
|
|
w_class = 5.0
|
|
icon = 'icons/obj/weapons.dmi'
|
|
icon_state = "offhand"
|
|
item_state = "nothing"
|
|
name = "offhand"
|
|
|
|
unwield()
|
|
if (ismob(loc))
|
|
var/mob/the_mob = loc
|
|
the_mob.drop_from_inventory(src)
|
|
else
|
|
qdel(src)
|
|
|
|
wield()
|
|
if (ismob(loc))
|
|
var/mob/the_mob = loc
|
|
the_mob.drop_from_inventory(src)
|
|
else
|
|
qdel(src)
|
|
|
|
dropped(mob/living/user as mob)
|
|
if(user)
|
|
var/obj/item/weapon/gun/O = user.get_inactive_hand()
|
|
if(istype(O))
|
|
user << "<span class='notice'>You are no-longer stabilizing the [name] with both hands.</span>"
|
|
O.unwield()
|
|
unwield()
|
|
|
|
if (!QDELETED(src))
|
|
qdel(src)
|
|
|
|
mob_can_equip(M as mob, slot)
|
|
return 0
|