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Aurora.3/code/modules/projectiles/gun.dm
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BatrachophrenoandGitHub af6c74d917 Verb organization stuff (#21131)
Currently, only Preferences Verbs use subcategories. As a result, all
other Verb tabs are only organized alphabetically, meaning that a single
mechanic (ie. languages) has its governing Verbs scattered rather than
grouped together.

Verb organization by Tab handles broad organization - IC, OOC, Objects,
etc.- highly effectively but requires the user to click-navigate to
other Tabs to access any other verbs.

Verb organization within a Tab can be handled by A.) subcategories and
B.) Verb name prefixes (such as Earphones - *****). The first option is
the clearest and cleanest, but consumes additional vertical space. The
second option conserves vertical space at the cost of visual clarity.

This PR attempts to reorganize Verbs by their Tabs, Subcategories, and
prefixes with the following priorities in mind:
- Minimal disruption; any radical change must be justified (don't move
shit around just for the sake of moving shit around.)
- Verbs which share common functions (such as Languages) should be
grouped together.
- Maintainability. Contributors should not need to memorize an
excessively convoluted Subcategories list; Subcategories must be
intuitive and simple.
- Subcategories should be used judiciously when grouping Verbs to
conserve vertical space. Example: Instead of creating a Subcategory for
Emotes, just rename Audible Emote and Visual Emote to Emote (Audible)
and Emote (Visual).
- Subcategories should highlight uncommon or unusual verbs when
reasonable. Example: There are several animal husbandry-related Verbs,
and because most characters will not have access to those verbs
regularly, we can be less conservative with space (because they'll be
gone most of the time) for the sake of emphasizing their availability.

This PR covers the IC, OOC, and Object Tabs.

Subcategories:
OOC.Chat (Chat functions)
- AOOC
- LOOC
- Devsay (moved from Special Verbs)
- Dsay (moved from Special Verbs)
- OOC

OOC.Debug (Fix shit)
- Fit viewport
- Fix chat
- Refresh TGUI

OOC.Round (Round information)
- Check Gamemode Probability
- Check Round Info
- Custom Event Info
- Vote

IC.Antag (Antag verbs w/o their own tab)
- Invite to the Loyalists
- Invite to the Revolutionaries
- Set Ambition

IC.Critters (More critter stuff than you'd expect there to be)
- Befriend Carp (Previous name 'Become Friends')
- Befriend Cat (Previous name 'Become Friends')
- Befriend Dog
- Befriend Ives
- Name Alien Species
- Name Animal

IC.Language (Language-related stuff)
- Check Default Language
- Check Known Languages
- Set Default Language

IC.Maneuver (Movement, positioning, etc.)
- Adjust walk speed
- Do Pushup
- Face Direction
- Look Down
- Look Up
- Move Downwards
- Move Upwards
- Rest

Object.Equipped (Equipped object stuff, mostly for drip)
- Adjust Badge
- Adjust Bag Straps (Backpacks)
- Adjust Goggles
- Adjust Mask
- Adjust Welding Goggles
- Adjust Welding Mask
- Change Glasses Layer
- Change Pants Layer
- Change Wrist Radio Layer
- Change Wristwear Layer
- Check Time
- Flip Badge
- Flip Belt
- Flip Eyepatch
- Flip Hat
- Flip ID card (ID card)
- Flip Radio (Clip-on radio)
- Flip Wristwear
- Fold Collar
- Lock Antenna(e)
- Point At Watch
- Raise Shroud
- Roll Up Cape Mantle
- Roll Up/Down Jumpsuit
- Roll Up/Down Sleeves
- Switch Belt Layer
- Switch ID Layer
- Switch Lanyard Layer
- Switch Shoe Layer
- Toggle Aviators (Like a dozen variants)
- Toggle Ceremonial Garment Lights
- Toggle Coat Buttons
- Toggle Coat Zipper
- Toggle Hair Coverage (For hats helmets etc)
- Toggle Hair Coverage (FOR BABY CARP!!!!!)
- Toggle Helmet Camera
- Toggle Hood
- Toggle Lyodsuit Mask
- Toggle Poncho Tail Coverage
- Toggle Shirt Buttons
- Toggle Suit Sensors
- Toggle Visor (Pilot helmet)
- Toggle Waistcoat Buttons
- Transform Holoclothing
- Voidsuit - Eject Suit Cooler
- Voidsuit - Eject Tank
- Voidsuit - Toggle Helmet

Object.Held (If you're HOLDING it, its probably relevant to you rn)
- Activate Held Object (Silicons; moved from IC)
- Alter Beacon's Signal (Radio beacon)
- Change Bite Size (Utensils)
- Change Pen Colour
- Choose Colour (Paint sprayer)
- Choose Decal (Paint sprayer)
- Choose Direction (Paint sprayer)
- Choose Preset Colour (Paint sprayer)
- Describe Prototype
- Draw Boot Knife
- Empty Bee Net
- Empty Spray Bottle
- Holster
- Name Gun
- Name Prototype
- Plant Flag (Flags)
- Print Plant Report
- Remove Chopsticks
- Remove Top
- Set Detector High-Bound (Light meter)
- Set Detector Low-Bound (Light meter)
- Set Hailer Message (Hailer)
- Set Timer (Timer igniter)
- Set Valve Pressure (Pneumatic cannon)
- Show Held Item
- Spin Cylinder (Revolvers)
- Switch Verbosity (Health analyzer)
- Toggle Chainsaw Power (Chainsaw)
- Toggle Flashlight Brightness (Flashlights)
- Toggle Gun Safety
- Toggle Hazard Vest
- Toggle Pinpointer Mode (Pinpointer)
- Toggle Mister (Backpack water tank. Goes into/out of hands)
- Twist Cap
- Use Scope
- Wield Pick/Drill
- Wield Two-Handed Weapon (Two-handed weapons)

Object.Cards (I fucking hate cards!!!)
- Deck - Deal
- Deck - Draw
- Deck - Pick
- Hand - Pick
- Turn Hand Into Deck

Object.Earphones (Enough here to separate out)
- Eject Music Cartridge
- Change Volume
- Next Song
- Pause/Unpause
- Play/Stop
- Previous Song

Object.Jetpack (This is probably really important to see quickly)
- Toggle Jetpack
- Toggle Jetpack Stabilization

Object.Tape Recorder (Enough here to separate out)
- Start Recording
- Stop Recording
- Clear Memory
- Playback Memory
- Print Transcript
- Eject Portable Storage

**IC tab example:**
<img width="1061" height="277" alt="Screenshot 2025-08-09 101813"
src="https://github.com/user-attachments/assets/a2afe92d-34fd-4160-bf68-b459a4195e26"
/>
**Objects tab example:**
<img width="1100" height="472" alt="Screenshot 2025-08-09 101807"
src="https://github.com/user-attachments/assets/a36e4c76-594e-4569-93ba-ffcda57e8760"
/>
2025-08-11 15:12:56 +00:00

1064 lines
32 KiB
Plaintext

/*
Defines a firing mode for a gun.
A firemode is created from a list of fire mode settings. Each setting modifies the value of the gun var with the same name.
If the fire mode value for a setting is null, it will be replaced with the initial value of that gun's variable when the firemode is created.
Obviously not compatible with variables that take a null value. If a setting is not present, then the corresponding var will not be modified.
*/
/datum/firemode
var/name = "default"
var/list/settings = list()
var/list/original_settings
/datum/firemode/New(obj/item/gun/gun, list/properties = null)
..()
if(!properties) return
for(var/propname in properties)
var/propvalue = properties[propname]
if(propname == "mode_name")
name = propvalue
else if(isnull(propvalue))
settings[propname] = gun.vars[propname] //better than initial() as it handles list vars like burst_accuracy
else
settings[propname] = propvalue
/datum/firemode/proc/apply_to(obj/item/gun/gun)
LAZYINITLIST(original_settings)
for(var/propname in settings)
original_settings[propname] = gun.vars[propname]
gun.vars[propname] = settings[propname]
/datum/firemode/proc/unapply_to(obj/item/gun/gun)
if (LAZYLEN(original_settings))
for (var/propname in original_settings)
gun.vars[propname] = original_settings[propname]
LAZYCLEARLIST(original_settings)
original_settings = null
//Parent gun type. Guns are weapons that can be aimed at mobs and act over a distance
/obj/item/gun
name = "gun"
desc = "It's a gun. It's pretty terrible, though."
icon = 'icons/obj/guns/pistol.dmi'
var/gun_gui_icons = 'icons/obj/guns/gun_gui.dmi'
icon_state = "pistol"
item_state = "pistol"
contained_sprite = TRUE
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BELT|SLOT_HOLSTER
matter = list(DEFAULT_WALL_MATERIAL = 2000)
w_class = WEIGHT_CLASS_NORMAL
throwforce = 5
throw_speed = 4
throw_range = 5
force = 11
origin_tech = list(TECH_COMBAT = 1)
attack_verb = list("struck", "hit", "bashed")
zoomdevicename = "scope"
/*
* Suppression vars
*/
///Does the gun have a suppressor attached, or should it be suppressed? This will modify firing messages to obscure their source, and change the firing sound to use suppressed_sound
var/suppressed = FALSE
///The suppressor item currently attached to the gun
var/obj/item/suppressor/suppressor
///Whether the weapon can have a suppressor attached
var/can_suppress = FALSE
///Whether the weapon can have a suppressor unattached
var/can_unsuppress = TRUE
/*
* Sound vars
*/
///Sound of the gun firing
var/fire_sound = 'sound/weapons/gunshot/gunshot1.ogg'
///Whether to vary the frequency of the firing sound
var/vary_fire_sound = TRUE
///The volume of the firing sound
var/fire_sound_volume = 50
///Sound of the gun firing when empty (dryfiring)
var/empty_sound = /singleton/sound_category/out_of_ammo
///Determines what a player should hear in audible_message when the gun is fired. e.g gunshot, blast
var/fire_sound_text = "gunshot"
///The firing sound to play when suppressed = TRUE
var/suppressed_sound = 'sound/weapons/gunshot/gunshot_suppressed.ogg'
///The volume of the suppressed sound
var/suppressed_volume = 60
///The sound of the safety being turned on
var/safetyon_sound = 'sound/weapons/blade_open.ogg'
///The sound of the safety being turned off
var/safetyoff_sound = 'sound/weapons/blade_close.ogg'
drop_sound = 'sound/items/drop/gun.ogg'
pickup_sound = 'sound/items/pickup/gun.ogg'
var/burst = 1
var/can_autofire = FALSE
var/fire_delay = 6 //delay after shooting before the gun can be used again
var/burst_delay = 1 //delay between shots, if firing in bursts
var/move_delay = 0
var/recoil = 0 //screen shake
var/muzzle_flash = 3
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.
var/offhand_accuracy = 0 // the higher this number, the more accurate this weapon is when fired from the off-hand
var/scoped_accuracy = null
var/list/burst_accuracy = list(0) //allows for different accuracies for each shot in a burst. Applied on top of accuracy
var/list/dispersion = list(0)
var/reliability = 100
var/cyborg_maptext_override
var/displays_maptext = FALSE
var/can_ammo_display = TRUE
var/obj/item/ammo_display
maptext_x = 22
maptext_y = 2
var/obj/item/device/firing_pin/pin = /obj/item/device/firing_pin //standard firing pin for most guns.
var/can_bayonet = FALSE
var/obj/item/material/knife/bayonet/bayonet
var/knife_x_offset = 0
var/knife_y_offset = 0
var/next_fire_time = 0
var/sel_mode = 1 //index of the currently selected mode
var/list/firemodes = list()
var/markings = 0 // for marking kills with a knife
//wielding information
var/fire_delay_wielded
var/recoil_wielded
var/accuracy_wielded
var/wielded = 0
var/needspin = TRUE
var/is_wieldable = FALSE
var/wield_sound = /singleton/sound_category/generic_wield_sound
var/unwield_sound = null
var/one_hand_fa_penalty = 0 // Additional accuracy/dispersion penalty for using full auto one-handed
//aiming system stuff
var/multi_aim = 0 //Used to determine if you can target multiple people.
var/tmp/list/mob/living/aim_targets //List of who yer targeting.
var/tmp/mob/living/last_moved_mob //Used to fire faster at more than one person.
var/tmp/lock_time = -100
var/safety_state = TRUE
var/has_safety = TRUE
var/image/safety_overlay
var/iff_capable = FALSE // if true, applies the user's ID iff_faction to the projectile
/obj/item/gun/mechanics_hints(mob/user, distance, is_adjacent)
. += ..()
if(has_safety)
. += "To fire, toggle the safety with CTRL-click (or enable HARM intent), then click where you want to shoot."
else
. += "To fire, because this weapon has no safety, just click where you want to shoot."
/obj/item/gun/feedback_hints(mob/user, distance, is_adjacent)
. += ..()
if(distance > 1)
return
if(markings)
. += SPAN_NOTICE("It has [markings] [markings == 1 ? "notch" : "notches"] carved into the stock.")
if(needspin)
if(pin)
. += "\The [pin] is installed in the trigger mechanism."
pin.examine_info(user) // Allows people to check the current firemode of their wireless-control firing pin. Returns nothing if there's no wireless-control firing pin.
else
. += "It doesn't have a firing pin installed, and won't fire."
if(firemodes.len > 1)
var/datum/firemode/current_mode = firemodes[sel_mode]
. += "The fire selector is set to [current_mode.name]."
if(has_safety)
. += "The safety is [safety() ? "on" : "off"]."
/obj/item/gun/Initialize(mapload)
. = ..()
for(var/i in 1 to firemodes.len)
firemodes[i] = new /datum/firemode(src, firemodes[i])
if(isnull(scoped_accuracy))
scoped_accuracy = accuracy
if (needspin)
if(!pin)
pin = /obj/item/device/firing_pin
pin = new pin(src)
else
pin = null
if(istype(loc, /obj/item/robot_module))
has_safety = FALSE
if(!cyborg_maptext_override)
displays_maptext = TRUE
update_maptext()
if(istype(loc, /obj/item/rig_module))
has_safety = FALSE
queue_icon_update()
/obj/item/gun/should_equip()
return TRUE
/obj/item/gun/update_icon()
..()
underlays.Cut()
if(bayonet)
var/image/I
I = image(icon = 'icons/obj/guns/bayonet.dmi', icon_state = "bayonet")
I.pixel_x = knife_x_offset
I.pixel_y = knife_y_offset
underlays += I
if(has_safety)
CutOverlays(safety_overlay, ATOM_ICON_CACHE_PROTECTED)
safety_overlay = null
if(!isturf(loc)) // In a mob, holster or bag or something
safety_overlay = image(gun_gui_icons,"[safety()]")
AddOverlays(safety_overlay, ATOM_ICON_CACHE_PROTECTED)
if(is_wieldable)
if(wielded)
var/list/gun_states = icon_states(icon)
if(("[item_state]-wielded_lh" in gun_states) || ("[item_state]-wielded_rh" in gun_states))
item_state = "[item_state]-wielded"
else
item_state = replacetext(item_state,"-wielded","")
update_held_icon()
/obj/item/gun/can_swap_hands(mob/user)
if(wielded)
unwield()
var/obj/item/offhand/O = user.get_inactive_hand()
if(istype(O))
O.unwield()
return ..()
/obj/item/gun/proc/unique_action(var/mob/user)
return
/obj/item/gun/proc/toggle_firing_mode(var/mob/user, var/list/message_mobs)
var/datum/firemode/new_mode = switch_firemodes(user)
if(new_mode)
playsound(user, safetyoff_sound, 25)
to_chat(user, SPAN_NOTICE("\The [src] is now set to [new_mode.name]."))
update_firing_delays()
for(var/M in message_mobs)
to_chat(M, SPAN_NOTICE("[user] has set \the [src] to [new_mode.name]."))
//Checks whether a given mob can use the gun
//Any checks that shouldn't result in handle_click_empty() being called if they fail should go here.
//Otherwise, if you want handle_click_empty() to be called, check in consume_next_projectile() and return null there.
/obj/item/gun/proc/special_check(var/mob/user)
if(!isliving(user))
return FALSE
if(!user.IsAdvancedToolUser())
return FALSE
if(user.is_pacified())
to_chat(user, SPAN_NOTICE("You don't want to risk harming anyone!"))
return FALSE
var/mob/living/M = user
if((M.mutations & HULK))
to_chat(M, SPAN_DANGER("Your fingers are much too large for the trigger guard!"))
return FALSE
if(ishuman(M))
var/mob/living/carbon/human/A = M
var/no_guns_check = A.check_no_guns()
if(no_guns_check)
to_chat(A, SPAN_WARNING("[no_guns_check]")) // the proc returns the no_guns_message
return FALSE
if(A.species && !A.species.can_use_guns())
return FALSE
if((M.is_clumsy()) && prob(40)) //Clumsy handling
var/obj/P = consume_next_projectile()
if(P)
if(process_projectile(P, user, user, pick(BP_L_FOOT, BP_R_FOOT)))
handle_post_fire(user, user)
user.visible_message(
SPAN_DANGER("\The [user] shoots [user.get_pronoun("himself")] in the foot with \the [src]!"),
SPAN_DANGER("You shoot yourself in the foot with \the [src]!")
)
M.drop_item()
else
handle_click_empty(user)
return FALSE
if(pin && needspin)
if(pin.pin_auth(user) || pin.emagged)
return TRUE
else
pin.auth_fail(user)
handle_click_empty(user)
return FALSE
else
if(needspin)
to_chat(user, SPAN_WARNING("\The [src]'s trigger is locked. This weapon doesn't have a firing pin installed!"))
balloon_alert(user, "trigger locked, firing pin needed!")
return FALSE
else
return TRUE
/obj/item/gun/afterattack(atom/A, mob/living/user, adjacent, params)
if(adjacent) return //A is adjacent, is the user, or is on the user's person
if(!user.aiming)
user.aiming = new(user)
if(user?.client && user.aiming?.active && user.aiming.aiming_at != A)
PreFire(A,user,params) //They're using the new gun system, locate what they're aiming at.
return
else
Fire(A,user,params) //Otherwise, fire normally.
/obj/item/gun/attack(mob/living/target_mob, mob/living/user, target_zone)
if (target_mob == user && user.zone_sel.selecting == BP_MOUTH && !mouthshoot)
handle_suicide(user)
else if(user.a_intent != I_HURT && user.aiming && user.aiming.active) //if aim mode, don't pistol whip
if (user.aiming.aiming_at != target_mob)
PreFire(target_mob, user)
else
Fire(target_mob, user, pointblank=1)
else if(user.a_intent == I_HURT) //point blank shooting
Fire(target_mob, user, pointblank=1)
else if(bayonet)
bayonet.attack(target_mob, user, target_zone)
else
return ..() //Pistolwhippin'
/obj/item/gun/proc/get_appropriate_delay()
var/fire_time = burst > 1 ? ((burst - 1) * burst_delay) : fire_delay
var/appropriate_delay = burst > 1 ? burst_delay : fire_delay
var/shoot_time = max(fire_time, appropriate_delay)
return shoot_time
/obj/item/gun/proc/fire_checks(atom/target, mob/living/user, clickparams, pointblank=0, reflex=0)
if(!user || !target)
return FALSE
add_fingerprint(user)
if(safety())
if(user.a_intent == I_HURT)
toggle_safety(user)
else
handle_click_empty(user)
return FALSE
if(!special_check(user))
return FALSE
var/failure_chance = 100 - reliability
if(prob(failure_chance))
handle_reliability_fail(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
user.face_atom(target, TRUE)
return TRUE
/obj/item/gun/proc/Fire(atom/target, mob/living/user, clickparams, pointblank=0, reflex=0, 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)
//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)]
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
user.setClickCooldown(shoot_time)
// Similar to the above 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
P.preparePixelProjectile(target, get_turf(src))
P.fired_from = src
P.fire()
handle_post_fire() // should be safe to not include arguments here, as there are failsafes in effect (?)
if (muzzle_flash)
set_light(muzzle_flash)
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, set_light), 0), 2, TIMER_UNIQUE | TIMER_OVERRIDE)
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
//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()
balloon_alert_to_viewers("*click*")
playsound(loc, empty_sound, 30, TRUE)
//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)
set_light(muzzle_flash)
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, set_light), 0), 2)
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
//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
P.preparePixelProjectile(target, src, deviation = added_spread)
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
var/obj/projectile/in_chamber = consume_next_projectile()
if(istype(in_chamber))
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
if (!pin.pin_auth() && needspin)
handle_click_empty(user)
mouthshoot = FALSE
return
if(safety() && user.a_intent != I_HURT)
handle_click_empty(user)
mouthshoot = FALSE
return
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 && user == loc)
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)
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)
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 ..()
/obj/item/gun/proc/handle_reliability_fail(var/mob/user)
var/severity = 1
if(prob(100-reliability))
severity = 2
if(prob(100-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)
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.iscrowbar() && 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.iswrench() && 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.isscrewdriver())
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>"