mirror of
https://github.com/Aurorastation/Aurora.3.git
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Added dual wielding. Firing a gun while another is in the off-hand will fire that one as well, at the cost of lost accuracy. You must be on harm intent to do this.
947 lines
27 KiB
Plaintext
947 lines
27 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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var/list/original_settings
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/datum/firemode/New(obj/item/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/gun/gun)
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LAZYINITLIST(original_settings)
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for(var/propname in settings)
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original_settings[propname] = gun.vars[propname]
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gun.vars[propname] = settings[propname]
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/datum/firemode/proc/unapply_to(obj/item/gun/gun)
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if (LAZYLEN(original_settings))
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for (var/propname in original_settings)
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gun.vars[propname] = original_settings[propname]
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LAZYCLEARLIST(original_settings)
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original_settings = null
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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/gun
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name = "gun"
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desc = "It's a gun. It's pretty terrible, though."
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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', \
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then click where you want to fire."
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icon = 'icons/obj/guns/pistol.dmi'
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var/gun_gui_icons = 'icons/obj/guns/gun_gui.dmi'
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icon_state = "pistol"
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item_state = "pistol"
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contained_sprite = TRUE
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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 = ITEMSIZE_NORMAL
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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/can_autofire = FALSE
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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 = 1 //delay between shots, if firing in bursts
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var/move_delay = 0
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var/fire_sound = 'sound/weapons/gunshot/gunshot1.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/offhand_accuracy = 0 // the higher this number, the more accurate this weapon is when fired from the off-hand
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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/reliability = 100
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var/cyborg_maptext_override
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var/displays_maptext = FALSE
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var/can_ammo_display = TRUE
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var/obj/item/ammo_display
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maptext_x = 22
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maptext_y = 2
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var/obj/item/device/firing_pin/pin = /obj/item/device/firing_pin //standard firing pin for most guns.
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var/can_bayonet = FALSE
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var/obj/item/material/knife/bayonet/bayonet
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var/knife_x_offset = 0
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var/knife_y_offset = 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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var/needspin = TRUE
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var/is_wieldable = FALSE
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var/wield_sound = /decl/sound_category/generic_wield_sound
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var/unwield_sound = null
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//aiming system stuff
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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/lock_time = -100
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var/safety_state = TRUE
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var/has_safety = TRUE
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var/image/safety_overlay
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// sounds n shit
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var/safetyon_sound = 'sound/weapons/blade_open.ogg'
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var/safetyoff_sound = 'sound/weapons/blade_close.ogg'
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drop_sound = 'sound/items/drop/gun.ogg'
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pickup_sound = 'sound/items/pickup/gun.ogg'
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/obj/item/gun/Initialize(mapload)
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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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if (!pin && needspin)
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pin = /obj/item/device/firing_pin
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if(pin && needspin)
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pin = new pin(src)
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if(istype(loc, /obj/item/robot_module))
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has_safety = FALSE
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if(!cyborg_maptext_override)
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displays_maptext = TRUE
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update_maptext()
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if(istype(loc, /obj/item/rig_module))
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has_safety = FALSE
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update_wield_verb()
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queue_icon_update()
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/obj/item/gun/update_icon()
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..()
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underlays.Cut()
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if(bayonet)
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var/image/I
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I = image(icon = 'icons/obj/guns/bayonet.dmi', icon_state = "bayonet")
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I.pixel_x = knife_x_offset
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I.pixel_y = knife_y_offset
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underlays += I
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if(has_safety)
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cut_overlay(safety_overlay, TRUE)
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safety_overlay = null
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if(!isturf(loc)) // In a mob, holster or bag or something
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safety_overlay = image(gun_gui_icons,"[safety()]")
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add_overlay(safety_overlay, TRUE)
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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/gun/proc/special_check(var/mob/user)
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if(!isliving(user))
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return FALSE
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if(!user.IsAdvancedToolUser())
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return FALSE
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if(user.is_pacified())
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to_chat(user, SPAN_NOTICE("You don't want to risk harming anyone!"))
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return FALSE
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var/mob/living/M = user
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if(HULK in M.mutations)
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to_chat(M, SPAN_DANGER("Your fingers are much too large for the trigger guard!"))
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return FALSE
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if(ishuman(M))
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var/mob/living/carbon/human/A = M
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if(A.martial_art?.no_guns)
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to_chat(A, SPAN_WARNING("[A.martial_art.no_guns_message]"))
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return FALSE
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if((M.is_clumsy()) && 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(BP_L_FOOT, BP_R_FOOT)))
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handle_post_fire(user, user)
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user.visible_message(
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SPAN_DANGER("\The [user] shoots [user.get_pronoun("himself")] in the foot with \the [src]!"),
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SPAN_DANGER("You shoot yourself in the foot with \the [src]!")
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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 FALSE
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if(pin && needspin)
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if(pin.pin_auth(user) || pin.emagged)
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return TRUE
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else
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pin.auth_fail(user)
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handle_click_empty(user)
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return FALSE
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else
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if(needspin)
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to_chat(user, SPAN_WARNING("\The [src]'s trigger is locked. This weapon doesn't have a firing pin installed!"))
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return FALSE
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else
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return TRUE
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/obj/item/gun/verb/wield_gun()
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set name = "Wield Firearm"
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set category = "Object"
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set src in usr
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if(is_wieldable)
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toggle_wield(usr)
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update_held_icon()
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else
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to_chat(usr, SPAN_WARNING("You can't wield \the [src]!"))
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/obj/item/gun/ui_action_click()
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if(src in usr)
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wield_gun()
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/obj/item/gun/proc/update_wield_verb()
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if(is_wieldable) //If the gun is marked as wieldable, make the action button appear and add the verb.
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action_button_name = "Wield Firearm"
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verbs += /obj/item/gun/verb/wield_gun
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else
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action_button_name = ""
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verbs -= /obj/item/gun/verb/wield_gun
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/obj/item/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/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?.client && 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/gun/attack(atom/A, mob/living/user, def_zone)
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if (A == user && user.zone_sel.selecting == BP_MOUTH && !mouthshoot)
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handle_suicide(user)
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else if(user.a_intent != I_HURT && user.aiming && user.aiming.active) //if aim mode, don't pistol whip
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if (user.aiming.aiming_at != A)
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PreFire(A, user)
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else
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Fire(A, user, pointblank=1)
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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 if(bayonet)
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bayonet.attack(A, user, def_zone)
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else
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return ..() //Pistolwhippin'
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/obj/item/gun/proc/fire_checks(atom/target, mob/living/user, clickparams, pointblank=0, reflex=0)
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if(!user || !target)
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return FALSE
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add_fingerprint(user)
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if(safety())
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if(user.a_intent == I_HURT)
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toggle_safety(user)
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else
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handle_click_empty(user)
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return FALSE
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if(!special_check(user))
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return FALSE
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var/failure_chance = 100 - reliability
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if(prob(failure_chance))
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handle_reliability_fail(user)
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return FALSE
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if(world.time < next_fire_time)
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if(world.time % 3 && !can_autofire) //to prevent spam
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to_chat(user, SPAN_WARNING("\The [src] is not ready to fire again!"))
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return FALSE
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var/shoot_time = max((burst - 1) * burst_delay, burst_delay)
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user.setClickCooldown(shoot_time)
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user.setMoveCooldown(shoot_time)
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next_fire_time = world.time + shoot_time
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return TRUE
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/obj/item/gun/proc/Fire(atom/target, mob/living/user, clickparams, pointblank=0, reflex=0, accuracy_decrease=0, is_offhand=0)
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if(!fire_checks(target,user,clickparams,pointblank,reflex))
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return FALSE
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if(!is_offhand && user.a_intent == I_HURT) // no recursion
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var/obj/item/gun/SG = user.get_inactive_hand()
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if(istype(SG))
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var/decreased_accuracy = (SG.w_class * 2) - SG.offhand_accuracy
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addtimer(CALLBACK(SG, .proc/Fire, target, user, clickparams, pointblank, reflex, decreased_accuracy, TRUE), 5)
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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)] - accuracy_decrease
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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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var/selected_zone = user.zone_sel ? user.zone_sel.selecting : BP_CHEST
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if(process_projectile(projectile, user, target, selected_zone, clickparams))
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var/show_emote = TRUE
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if(i > 1 && burst_delay < 3 && burst < 5)
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show_emote = FALSE
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handle_post_fire(user, target, pointblank, reflex, show_emote)
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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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user.setClickCooldown(max(burst_delay+1, fire_delay))
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user.setMoveCooldown(move_delay)
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// Similar to the above proc, but does not require a user, which is ideal for things like turrets.
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/obj/item/gun/proc/Fire_userless(atom/target)
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if(!target)
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return FALSE
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if(world.time < next_fire_time)
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return FALSE
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var/shoot_time = (burst - 1)* burst_delay
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next_fire_time = world.time + shoot_time
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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()
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if(!projectile)
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handle_click_empty()
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break
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if(isprojectile(projectile))
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var/obj/item/projectile/P = projectile
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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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P.accuracy = accuracy + acc
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P.dispersion = disp
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P.shot_from = src.name
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P.silenced = silenced
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P.launch_projectile(target)
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handle_post_fire() // should be safe to not include arguments here, as there are failsafes in effect (?)
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if(silenced)
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playsound(src, fire_sound, 10, 1)
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else
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playsound(src, fire_sound, 75, 1, 3, 0.5, 1)
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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, TIMER_UNIQUE | TIMER_OVERRIDE)
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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?.loc)
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target = targloc
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//update timing
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next_fire_time = world.time + fire_delay
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accuracy = initial(accuracy) //Reset the gun's accuracy
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//obtains the next projectile to fire
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/obj/item/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/gun/proc/can_hit(atom/target, var/mob/living/user)
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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 (target in check_trajectory(target, user))
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//called if there was no projectile to shoot
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/obj/item/gun/proc/handle_click_empty(mob/user)
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if(user)
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to_chat(user, SPAN_DANGER("*click*"))
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else
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src.visible_message("*click click*")
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playsound(loc, 'sound/weapons/empty.ogg', 100, 1)
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//called after successfully firing
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/obj/item/gun/proc/handle_post_fire(mob/user, atom/target, var/pointblank = FALSE, var/reflex = FALSE, var/playemote = TRUE)
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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, 75, 1, 3, 0.5, 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_DANGER("<b>\The [user] fires \the [src][pointblank ? " point blank at [target]" : ""] by reflex!</b>"),
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SPAN_DANGER("You fire \the [src][pointblank ? " point blank at [target]" : ""] by reflex!"),
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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_DANGER("\The [user] fires \the [src][pointblank ? " point blank at [target]" : ""]!"),
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SPAN_DANGER("You fire \the [src][pointblank ? " point blank at [target]" : ""]!"),
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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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shake_camera(user, recoil + 1, recoil)
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if(ishuman(user) && user.invisibility == INVISIBILITY_LEVEL_TWO) //shooting will disable a rig cloaking device
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var/mob/living/carbon/human/H = user
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if(istype(H.back, /obj/item/rig))
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var/obj/item/rig/R = H.back
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for(var/obj/item/rig_module/stealth_field/S in R.installed_modules)
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S.deactivate()
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update_icon()
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|
/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>"
|