Files
Aurora.3/code/modules/projectiles/gun.dm
Geeves d19cf6e3d6 KA Leftovers Fix (#10165)
KAs no longer leave behind phantom projectiles that injure people.
    KAs no longer recursively destroy rocks when one breaks, but still retain AoE effects.
    KAs now have at least one tile of AoE on all modules.

Also fixes a runtime with pin attackby.
2020-10-06 15:06:10 +03:00

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/*
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."
desc_info = "This is a gun. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \
then click where you want to fire."
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
flags = CONDUCT
slot_flags = SLOT_BELT|SLOT_HOLSTER
matter = list(DEFAULT_WALL_MATERIAL = 2000)
w_class = ITEMSIZE_NORMAL
throwforce = 5
throw_speed = 4
throw_range = 5
force = 5
origin_tech = list(TECH_COMBAT = 1)
attack_verb = list("struck", "hit", "bashed")
zoomdevicename = "scope"
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/fire_sound = 'sound/weapons/gunshot/gunshot1.ogg'
var/fire_sound_text = "gunshot"
var/recoil = 0 //screen shake
var/silenced = 0
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/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()
//wielding information
var/fire_delay_wielded = 0
var/recoil_wielded = 0
var/accuracy_wielded = 0
var/wielded = 0
var/needspin = TRUE
var/is_wieldable = FALSE
var/wield_sound = /decl/sound_category/generic_wield_sound
var/unwield_sound = null
//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
// sounds n shit
var/safetyon_sound = 'sound/weapons/blade_open.ogg'
var/safetyoff_sound = 'sound/weapons/blade_close.ogg'
drop_sound = 'sound/items/drop/gun.ogg'
pickup_sound = 'sound/items/pickup/gun.ogg'
/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 (!pin && needspin)
pin = /obj/item/device/firing_pin
if(pin && needspin)
pin = new pin(src)
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
update_wield_verb()
queue_icon_update()
/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)
cut_overlay(safety_overlay, TRUE)
safety_overlay = null
if(!isturf(loc)) // In a mob, holster or bag or something
safety_overlay = image(gun_gui_icons,"[safety()]")
add_overlay(safety_overlay, TRUE)
//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(HULK in M.mutations)
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
if(A.martial_art?.no_guns)
to_chat(A, SPAN_WARNING("[A.martial_art.no_guns_message]"))
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!"))
return FALSE
else
return TRUE
/obj/item/gun/verb/wield_gun()
set name = "Wield Firearm"
set category = "Object"
set src in usr
if(is_wieldable)
toggle_wield(usr)
update_held_icon()
else
to_chat(usr, SPAN_WARNING("You can't wield \the [src]!"))
/obj/item/gun/ui_action_click()
if(src in usr)
wield_gun()
/obj/item/gun/proc/update_wield_verb()
if(is_wieldable) //If the gun is marked as wieldable, make the action button appear and add the verb.
action_button_name = "Wield Firearm"
verbs += /obj/item/gun/verb/wield_gun
else
action_button_name = ""
verbs -= /obj/item/gun/verb/wield_gun
/obj/item/gun/emp_act(severity)
for(var/obj/O in contents)
O.emp_act(severity)
/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(atom/A, mob/living/user, def_zone)
if (A == 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 != A)
PreFire(A, user)
else
Fire(A, user, pointblank=1)
else if(user.a_intent == I_HURT) //point blank shooting
Fire(A, user, pointblank=1)
else if(bayonet)
bayonet.attack(A, user, def_zone)
else
return ..() //Pistolwhippin'
/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 = max((burst - 1) * burst_delay, burst_delay)
user.setClickCooldown(shoot_time)
user.setMoveCooldown(shoot_time)
next_fire_time = world.time + shoot_time
return TRUE
/obj/item/gun/proc/Fire(atom/target, mob/living/user, clickparams, pointblank=0, reflex=0)
if(!fire_checks(target,user,clickparams,pointblank,reflex))
return FALSE
//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)]
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()
user.setClickCooldown(max(burst_delay+1, fire_delay))
user.setMoveCooldown(move_delay)
// 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 = (burst - 1)* burst_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/item/projectile/P = projectile
var/acc = burst_accuracy[min(i, burst_accuracy.len)]
var/disp = dispersion[min(i, dispersion.len)]
P.accuracy = accuracy + acc
P.dispersion = disp
P.shot_from = src.name
P.silenced = silenced
P.launch_projectile(target)
handle_post_fire() // should be safe to not include arguments here, as there are failsafes in effect (?)
if(silenced)
playsound(src, fire_sound, 10, 1)
else
playsound(src, fire_sound, 75, 1, 3, 0.5, 1)
if (muzzle_flash)
set_light(muzzle_flash)
addtimer(CALLBACK(src, /atom/.proc/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 + fire_delay
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(mob/user)
if(user)
to_chat(user, SPAN_DANGER("*click*"))
else
src.visible_message("*click click*")
playsound(loc, 'sound/weapons/empty.ogg', 100, 1)
//called after successfully firing
/obj/item/gun/proc/handle_post_fire(mob/user, atom/target, var/pointblank = FALSE, var/reflex = FALSE, var/playemote = TRUE)
if(silenced)
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 75, 1, 3, 0.5, 1)
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, /atom/.proc/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/process_point_blank(obj/projectile, mob/user, atom/target)
var/obj/item/projectile/P = projectile
if(!istype(P))
return //default behaviour only applies to true projectiles
//default point blank multiplier
var/damage_mult = 1.3
//determine multiplier due to the target being grabbed
if(ismob(target))
var/mob/M = target
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
else if(grabstate >= GRAB_AGGRESSIVE)
damage_mult = 1.5
P.damage *= damage_mult
//you can't miss at point blank..
P.can_miss = 1
/obj/item/gun/proc/process_accuracy(obj/projectile, mob/user, atom/target, acc_mod, dispersion)
var/obj/item/projectile/P = projectile
if(!istype(P))
return //default behaviour only applies to true projectiles
//Accuracy modifiers
P.accuracy = accuracy + acc_mod
P.dispersion = 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
//does the actual launching of the projectile
/obj/item/gun/proc/process_projectile(obj/projectile, mob/user, atom/target, target_zone, params)
var/obj/item/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
return !P.launch_from_gun(target, target_zone, user, params, null, added_spread, src)
//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_WARNING("\The [user] sticks their gun in their mouth, ready to pull the trigger..."))
if(!do_after(user, 40))
M.visible_message(SPAN_NOTICE("\The [user] decided life was worth living"))
mouthshoot = FALSE
return
var/obj/item/projectile/in_chamber = consume_next_projectile()
if (istype(in_chamber))
user.visible_message(SPAN_WARNING("\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)
user.visible_message(SPAN_WARNING("The safety was on. How anticlimatic!"))
handle_click_empty(user)
mouthshoot = FALSE
return
if(silenced)
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 75, 1, 3, 0.5, 1)
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 == PAIN)
to_chat(user, SPAN_NOTICE("Ow..."))
user.apply_effect(110,PAIN,0)
else
log_and_message_admins("[key_name(user)] commited suicide using \a [src]")
user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, BP_HEAD, used_weapon = "Point blank shot in the mouth with \a [in_chamber]", damage_flags = DAM_SHARP)
user.death()
qdel(in_chamber)
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)
if(is_wieldable && wielded)
if(accuracy_wielded)
accuracy = accuracy_wielded
else
accuracy = initial(accuracy)
if(recoil_wielded)
recoil = recoil_wielded
else
recoil = initial(recoil)
else
accuracy = initial(accuracy)
recoil = initial(recoil)
/obj/item/gun/examine(mob/user)
..()
if(get_dist(src, user) > 1)
return
if(needspin)
if(pin)
to_chat(user, "\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
to_chat(user, "It doesn't have a firing pin installed, and won't fire.")
if(firemodes.len > 1)
var/datum/firemode/current_mode = firemodes[sel_mode]
to_chat(user, "The fire selector is set to [current_mode.name].")
if(has_safety)
to_chat(user, "The safety is [safety() ? "on" : "off"].")
return TRUE
/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, var/list/message_mobs)
var/datum/firemode/new_mode = switch_firemodes(user)
if(new_mode)
to_chat(user, SPAN_NOTICE("\The [src] is now set to [new_mode.name]."))
for(var/M in message_mobs)
to_chat(M, SPAN_NOTICE("[user] has set \the [src] to [new_mode.name]."))
// Safety Procs
/obj/item/gun/proc/toggle_safety(var/mob/user)
safety_state = !safety_state
update_icon()
if(user)
to_chat(user, SPAN_NOTICE("You switch the safety [safety_state ? "on" : "off"] on \the [src]."))
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"
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(O && istype(O))
O.unwield()
else
O = user.get_active_hand()
return
else
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
if(fire_delay_wielded)
fire_delay = initial(fire_delay)
if(recoil_wielded)
recoil = initial(recoil)
if(accuracy_wielded)
accuracy = initial(accuracy)
if(unwield_sound)
playsound(src.loc, unwield_sound, 50, 1)
update_icon()
update_held_icon()
/obj/item/gun/proc/wield()
wielded = TRUE
if(fire_delay_wielded)
fire_delay = fire_delay_wielded
if(recoil_wielded)
recoil = recoil_wielded
if(accuracy_wielded)
accuracy = accuracy_wielded
if(wield_sound)
playsound(src.loc, wield_sound, 50, 1)
update_icon()
update_held_icon()
/obj/item/gun/mob_can_equip(M as mob, slot, disable_warning, ignore_blocked)
//Cannot equip wielded items.
if(is_wieldable)
if(wielded)
if(!disable_warning) // unfortunately not sure there's a way to get this to only fire once when it's looped
to_chat(M, SPAN_WARNING("Lower \the [initial(name)] first!"))
return FALSE
return ..()
/obj/item/gun/throw_at()
..()
update_maptext()
/obj/item/gun/on_give()
update_maptext()
/obj/item/gun/dropped(mob/living/user)
..()
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/update_maptext), 1)
if(is_wieldable)
unwield()
///////////OFFHAND///////////////
/obj/item/offhand
w_class = ITEMSIZE_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/living/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 [name] with both hands."))
O.unwield()
unwield()
if (!QDELETED(src))
qdel(src)
/obj/item/offhand/mob_can_equip(var/mob/M, slot, disable_warning = FALSE)
return FALSE
/obj/item/gun/Destroy()
if (istype(pin))
QDEL_NULL(pin)
if(bayonet)
QDEL_NULL(bayonet)
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(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/material/knife/bayonet))
if(!can_bayonet)
return ..()
if(bayonet)
to_chat(user, SPAN_DANGER("There is a bayonet attached to \the [src] already."))
return
user.drop_from_inventory(I,src)
bayonet = I
to_chat(user, SPAN_NOTICE("You attach \the [I] to the front of \the [src]."))
update_icon()
return
if(istype(pin) && pin.attackby(I, user)) //Allows users to use their ID on a gun with a wireless-control firing pin to register their identity.
return
if(istype(I, /obj/item/ammo_display))
if(!can_ammo_display)
to_chat(user, SPAN_WARNING("\The [I] cannot attach to \the [src]."))
return
if(ammo_display)
to_chat(user, SPAN_WARNING("\The [src] already has a holographic ammo display."))
return
if(displays_maptext)
to_chat(user, SPAN_WARNING("\The [src] is already displaying its ammo count."))
return
user.drop_from_inventory(I, src)
ammo_display = I
displays_maptext = TRUE
to_chat(user, SPAN_NOTICE("You attach \the [I] to \the [src]."))
return
if(I.iscrowbar() && bayonet)
to_chat(user, SPAN_NOTICE("You detach \the [bayonet] from \the [src]."))
bayonet.forceMove(get_turf(src))
user.put_in_hands(bayonet)
bayonet = null
update_icon()
return
if(I.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)
ammo_display = null
displays_maptext = FALSE
maptext = ""
return
if(pin && I.isscrewdriver())
visible_message(SPAN_WARNING("\The [user] begins to try and pry out \the [src]'s firing pin!"))
if(do_after(user,45 SECONDS,act_target = src))
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
return ..()
/obj/item/gun/proc/get_ammo()
return 0
//Autofire
/obj/item/gun/proc/can_autofire()
return (can_autofire && world.time >= next_fire_time)
/obj/item/gun/proc/update_maptext()
if(displays_maptext)
if(!ismob(loc) && !ismob(loc.loc))
maptext = ""
return
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>"