mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 15:42:35 +00:00
Adds new drugs: -Red Nightshade: a drug that induce a berserk-like status, you see only red, can smash windows, stuns go away slower and etc -Paxazide: a medicine that induces pacifism on the target, like the mutation -Spectrocybin: a hallucinogenic that has a small chance of giving a glipse of the other hidden to mere mortals, can be found in a mushroom variety Adds a new secret chem: -Bottled Lightning: causes a tesla zap when in contact with someone's blood or when splashed on the ground Also removes some broken/unused plants.
733 lines
22 KiB
Plaintext
733 lines
22 KiB
Plaintext
/*
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Defines a firing mode for a gun.
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A firemode is created from a list of fire mode settings. Each setting modifies the value of the gun var with the same name.
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If the fire mode value for a setting is null, it will be replaced with the initial value of that gun's variable when the firemode is created.
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Obviously not compatible with variables that take a null value. If a setting is not present, then the corresponding var will not be modified.
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*/
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/datum/firemode
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var/name = "default"
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var/list/settings = list()
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/datum/firemode/New(obj/item/weapon/gun/gun, list/properties = null)
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..()
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if(!properties) return
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for(var/propname in properties)
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var/propvalue = properties[propname]
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if(propname == "mode_name")
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name = propvalue
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else if(isnull(propvalue))
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settings[propname] = gun.vars[propname] //better than initial() as it handles list vars like burst_accuracy
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else
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settings[propname] = propvalue
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/datum/firemode/proc/apply_to(obj/item/weapon/gun/gun)
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for(var/propname in settings)
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gun.vars[propname] = settings[propname]
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//Parent gun type. Guns are weapons that can be aimed at mobs and act over a distance
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/obj/item/weapon/gun
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name = "gun"
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desc = "Its a gun. It's pretty terrible, though."
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icon = 'icons/obj/gun.dmi'
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item_icons = list(//DEPRECATED. USE CONTAINED SPRITES IN FUTURE
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slot_l_hand_str = 'icons/mob/items/lefthand_guns.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_guns.dmi'
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)
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icon_state = "detective"
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item_state = "gun"
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flags = CONDUCT
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slot_flags = SLOT_BELT|SLOT_HOLSTER
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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w_class = 3
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throwforce = 5
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throw_speed = 4
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throw_range = 5
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force = 5
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origin_tech = list(TECH_COMBAT = 1)
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attack_verb = list("struck", "hit", "bashed")
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zoomdevicename = "scope"
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var/burst = 1
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var/fire_delay = 6 //delay after shooting before the gun can be used again
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var/burst_delay = 2 //delay between shots, if firing in bursts
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var/move_delay = 1
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var/fire_sound = 'sound/weapons/Gunshot.ogg'
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var/fire_sound_text = "gunshot"
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var/recoil = 0 //screen shake
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var/silenced = 0
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var/muzzle_flash = 3
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var/accuracy = 0 //accuracy is measured in tiles. +1 accuracy means that everything is effectively one tile closer for the purpose of miss chance, -1 means the opposite. launchers are not supported, at the moment.
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var/scoped_accuracy = null
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var/list/burst_accuracy = list(0) //allows for different accuracies for each shot in a burst. Applied on top of accuracy
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var/list/dispersion = list(0)
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var/reliability = 100
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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/weapon/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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//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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/obj/item/weapon/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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queue_icon_update()
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/obj/item/weapon/gun/update_icon()
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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('icons/obj/gun.dmi', "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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return ..()
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//Checks whether a given mob can use the gun
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//Any checks that shouldn't result in handle_click_empty() being called if they fail should go here.
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//Otherwise, if you want handle_click_empty() to be called, check in consume_next_projectile() and return null there.
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/obj/item/weapon/gun/proc/special_check(var/mob/user)
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if(!istype(user, /mob/living))
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return 0
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if(!user.IsAdvancedToolUser())
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return 0
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if(user.is_pacified())
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to_chat(user, "<span class='notice'>You don't want to risk harming anyone!</span>")
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return 0
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var/mob/living/M = user
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if(HULK in M.mutations)
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M << "<span class='danger'>Your fingers are much too large for the trigger guard!</span>"
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return 0
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if(ishuman(M))
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var/mob/living/carbon/human/A = M
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if(A.martial_art && A.martial_art.no_guns)
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to_chat(A, "<span class='warning'>[A.martial_art.no_guns_message]</span>")
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return 0
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if((CLUMSY in M.mutations) && prob(40)) //Clumsy handling
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var/obj/P = consume_next_projectile()
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if(P)
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if(process_projectile(P, user, user, pick("l_foot", "r_foot")))
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handle_post_fire(user, user)
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user.visible_message(
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"<span class='danger'>\The [user] shoots \himself in the foot with \the [src]!</span>",
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"<span class='danger'>You shoot yourself in the foot with \the [src]!</span>"
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)
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M.drop_item()
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else
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handle_click_empty(user)
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return 0
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if(pin && needspin)
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if(pin.pin_auth(user) || pin.emagged)
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return 1
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else
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pin.auth_fail(user)
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return 0
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else
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if(needspin)
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to_chat(user, "<span class='warning'>[src]'s trigger is locked. This weapon doesn't have a firing pin installed!</span>")
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return 0
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else
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return 1
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return 1
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/obj/item/weapon/gun/emp_act(severity)
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for(var/obj/O in contents)
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O.emp_act(severity)
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/obj/item/weapon/gun/afterattack(atom/A, mob/living/user, adjacent, params)
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if(adjacent) return //A is adjacent, is the user, or is on the user's person
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if(!user.aiming)
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user.aiming = new(user)
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if(user && user.client && user.aiming && user.aiming.active && user.aiming.aiming_at != A)
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PreFire(A,user,params) //They're using the new gun system, locate what they're aiming at.
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return
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else
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Fire(A,user,params) //Otherwise, fire normally.
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/obj/item/weapon/gun/attack(atom/A, mob/living/user, def_zone)
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if (A == user && user.zone_sel.selecting == "mouth" && !mouthshoot)
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handle_suicide(user)
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else if(user.a_intent == I_HURT) //point blank shooting
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Fire(A, user, pointblank=1)
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else 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/weapon/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 0
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add_fingerprint(user)
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if(user.client && (user.client.prefs.toggles_secondary & SAFETY_CHECK) && user.a_intent != I_HURT) //Check this first to save time.
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user << "You refrain from firing, as you aren't on harm intent."
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return 0
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if(!special_check(user))
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return 0
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var/failure_chance = 100 - reliability
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if(failure_chance && prob(failure_chance))
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handle_reliability_fail(user)
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return 0
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if(world.time < next_fire_time)
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if (world.time % 3) //to prevent spam
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user << "<span class='warning'>[src] is not ready to fire again!</span>"
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return 0
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var/shoot_time = (burst - 1)* 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 1
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/obj/item/weapon/gun/proc/Fire(atom/target, mob/living/user, clickparams, pointblank=0, reflex=0)
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if(!fire_checks(target,user,clickparams,pointblank,reflex))
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return
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//actually attempt to shoot
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var/turf/targloc = get_turf(target) //cache this in case target gets deleted during shooting, e.g. if it was a securitron that got destroyed.
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for(var/i in 1 to burst)
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var/obj/projectile = consume_next_projectile(user)
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if(!projectile)
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handle_click_empty(user)
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break
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var/acc = burst_accuracy[min(i, burst_accuracy.len)]
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var/disp = dispersion[min(i, dispersion.len)]
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process_accuracy(projectile, user, target, acc, disp)
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if(pointblank)
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process_point_blank(projectile, user, target)
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if(process_projectile(projectile, user, target, user.zone_sel.selecting, clickparams))
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handle_post_fire(user, target, pointblank, reflex, i == burst)
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update_icon()
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if(i < burst)
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sleep(burst_delay)
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if(!(target && target.loc))
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target = targloc
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pointblank = 0
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update_held_icon()
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//update timing
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user.setClickCooldown(DEFAULT_QUICK_COOLDOWN)
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user.setMoveCooldown(move_delay)
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next_fire_time = world.time + fire_delay
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// Similar to the above proc, but does not require a user, which is ideal for things like turrets.
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/obj/item/weapon/gun/proc/Fire_userless(atom/target)
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if(!target)
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return
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if(world.time < next_fire_time)
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return
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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(istype(projectile, /obj/item/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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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, 50, 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 && 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/weapon/gun/proc/consume_next_projectile()
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return null
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//used by aiming code
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/obj/item/weapon/gun/proc/can_hit(atom/target as mob, var/mob/living/user as mob)
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if(!special_check(user))
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return 2
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//just assume we can shoot through glass and stuff. No big deal, the player can just choose to not target someone
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//on the other side of a window if it makes a difference. Or if they run behind a window, too bad.
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return (target in check_trajectory(target, user))
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//called if there was no projectile to shoot
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/obj/item/weapon/gun/proc/handle_click_empty(mob/user)
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if (user)
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user.visible_message("*click click*", "<span class='danger'>*click*</span>")
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else
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src.visible_message("*click click*")
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playsound(src.loc, 'sound/weapons/empty.ogg', 100, 1)
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//called after successfully firing
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/obj/item/weapon/gun/proc/handle_post_fire(mob/user, atom/target, var/pointblank=0, var/reflex=0, var/playemote = 1)
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if(silenced)
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playsound(user, fire_sound, 10, 1)
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else
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playsound(user, fire_sound, 50, 1)
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if (playemote)
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if(reflex)
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user.visible_message(
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"<span class='reflex_shoot'><b>\The [user] fires \the [src][pointblank ? " point blank at \the [target]":""] by reflex!</b></span>",
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"<span class='reflex_shoot'>You fire \the [src] by reflex!</span>",
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"You hear a [fire_sound_text]!"
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)
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else
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user.visible_message(
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"<span class='danger'>\The [user] fires \the [src][pointblank ? " point blank at \the [target]":""]!</span>",
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"<span class='warning'>You fire \the [src]!</span>",
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"You hear a [fire_sound_text]!"
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)
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if(muzzle_flash)
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set_light(muzzle_flash)
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addtimer(CALLBACK(src, /atom/.proc/set_light, 0), 2)
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if(recoil)
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spawn()
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shake_camera(user, recoil+1, recoil)
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update_icon()
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/obj/item/weapon/gun/proc/process_point_blank(obj/projectile, mob/user, atom/target)
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var/obj/item/projectile/P = projectile
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if(!istype(P))
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return //default behaviour only applies to true projectiles
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//default point blank multiplier
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var/damage_mult = 1.3
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//determine multiplier due to the target being grabbed
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if(ismob(target))
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var/mob/M = target
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if(M.grabbed_by.len)
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var/grabstate = 0
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for(var/obj/item/weapon/grab/G in M.grabbed_by)
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grabstate = max(grabstate, G.state)
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if(grabstate >= GRAB_NECK)
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damage_mult = 2.5
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else if(grabstate >= GRAB_AGGRESSIVE)
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damage_mult = 1.5
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P.damage *= damage_mult
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//you can't miss at point blank..
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P.can_miss = 1
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/obj/item/weapon/gun/proc/process_accuracy(obj/projectile, mob/user, atom/target, acc_mod, dispersion)
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var/obj/item/projectile/P = projectile
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if(!istype(P))
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return //default behaviour only applies to true projectiles
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//Accuracy modifiers
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P.accuracy = accuracy + acc_mod
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P.dispersion = dispersion
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//Increasing accuracy across the board, ever so slightly
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P.accuracy += 1
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//accuracy bonus from aiming
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if (aim_targets && (target in aim_targets))
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//If you aim at someone beforehead, it'll hit more often.
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//Kinda balanced by fact you need like 2 seconds to aim
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//As opposed to no-delay pew pew
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P.accuracy += 2
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//does the actual launching of the projectile
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/obj/item/weapon/gun/proc/process_projectile(obj/projectile, mob/user, atom/target, target_zone, params)
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var/obj/item/projectile/P = projectile
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if(!istype(P))
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return 0 //default behaviour only applies to true projectiles
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//shooting while in shock
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var/added_spread = 0
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if(istype(user, /mob/living/carbon))
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var/mob/living/carbon/mob = user
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if(mob.shock_stage > 120)
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added_spread = 30
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else if(mob.shock_stage > 70)
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added_spread = 15
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return !P.launch_from_gun(target, target_zone, user, params, null, added_spread, src)
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//Suicide handling.
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/obj/item/weapon/gun/var/mouthshoot = 0 //To stop people from suiciding twice... >.>
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/obj/item/weapon/gun/proc/handle_suicide(mob/living/user)
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if(!ishuman(user))
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return
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var/mob/living/carbon/human/M = user
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mouthshoot = 1
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M.visible_message("<span class='warning'>[user] sticks their gun in their mouth, ready to pull the trigger...</span>")
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if(!do_after(user, 40))
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M.visible_message("<span class='notice'>[user] decided life was worth living</span>")
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mouthshoot = 0
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return
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var/obj/item/projectile/in_chamber = consume_next_projectile()
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if (istype(in_chamber))
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user.visible_message("<span class = 'warning'>[user] pulls the trigger.</span>")
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if (!pin && needspin)//Checks the pin of the gun.
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user.visible_message("<span class = 'warning'>*click click*</span>")
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mouthshoot = 0
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return
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if (!pin.pin_auth() && needspin)
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user.visible_message("<span class = 'warning'>*click click*</span>")
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mouthshoot = 0
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return
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if(silenced)
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playsound(user, fire_sound, 10, 1)
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else
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playsound(user, fire_sound, 50, 1)
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in_chamber.on_hit(M)
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if (in_chamber.damage == 0)
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user.show_message("<span class = 'warning'>You feel rather silly, trying to commit suicide with a toy.</span>")
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|
mouthshoot = 0
|
|
return
|
|
else if (in_chamber.damage_type == HALLOSS)
|
|
user << "<span class = 'notice'>Ow...</span>"
|
|
user.apply_effect(110,AGONY,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, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]", sharp=1)
|
|
user.death()
|
|
qdel(in_chamber)
|
|
mouthshoot = 0
|
|
return
|
|
else
|
|
handle_click_empty(user)
|
|
mouthshoot = 0
|
|
return
|
|
|
|
/obj/item/weapon/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/weapon/gun/zoom()
|
|
..()
|
|
if(!zoom)
|
|
if(can_wield() && 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/weapon/gun/examine(mob/user)
|
|
..()
|
|
if(needspin)
|
|
if(pin)
|
|
to_chat(user, "\The [pin] is installed in the trigger mechanism.")
|
|
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].")
|
|
|
|
/obj/item/weapon/gun/proc/switch_firemodes()
|
|
if(firemodes.len <= 1)
|
|
return null
|
|
|
|
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/weapon/gun/attack_self(mob/user)
|
|
var/datum/firemode/new_mode = switch_firemodes(user)
|
|
if(new_mode)
|
|
user << "<span class='notice'>\The [src] is now set to [new_mode.name].</span>"
|
|
|
|
//Handling of rifles and two-handed weapons.
|
|
/obj/item/weapon/gun/proc/can_wield()
|
|
return 0
|
|
|
|
/obj/item/weapon/gun/proc/toggle_wield(mob/user as mob)
|
|
if(!can_wield())
|
|
return
|
|
if(!istype(user.get_active_hand(), /obj/item/weapon/gun))
|
|
user << "<span class='warning'>You need to be holding the [name] in your active hand</span>"
|
|
return
|
|
if(!istype(user, /mob/living/carbon/human))
|
|
user << "<span class='warning'>It's too heavy for you to stabilize properly.</span>"
|
|
return
|
|
|
|
var/mob/living/carbon/human/M = user
|
|
if(istype(M.species, /datum/species/monkey))
|
|
user << "<span class='warning'>It's too heavy for you to stabilize properly.</span>"
|
|
return
|
|
|
|
if(wielded)
|
|
unwield()
|
|
user << "<span class='notice'>You are no-longer stabilizing the [name] with both hands.</span>"
|
|
|
|
var/obj/item/weapon/gun/offhand/O = user.get_inactive_hand()
|
|
if(O && istype(O))
|
|
O.unwield()
|
|
else
|
|
O = user.get_active_hand()
|
|
if(O && istype(O))
|
|
O.unwield()
|
|
|
|
return
|
|
|
|
else
|
|
if(user.get_inactive_hand())
|
|
user << "<span class='warning'>You need your other hand to be empty.</span>"
|
|
return
|
|
wield()
|
|
user << "<span class='notice'>You stabilize the [initial(name)] with both hands.</span>"
|
|
|
|
var/obj/item/weapon/gun/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/weapon/gun/proc/unwield()
|
|
wielded = 0
|
|
if(fire_delay_wielded)
|
|
fire_delay = initial(fire_delay)
|
|
if(recoil_wielded)
|
|
recoil = initial(recoil)
|
|
if(accuracy_wielded)
|
|
accuracy = initial(accuracy)
|
|
|
|
update_icon()
|
|
update_held_icon()
|
|
|
|
/obj/item/weapon/gun/proc/wield()
|
|
wielded = 1
|
|
if(fire_delay_wielded)
|
|
fire_delay = fire_delay_wielded
|
|
if(recoil_wielded)
|
|
recoil = recoil_wielded
|
|
if(accuracy_wielded)
|
|
accuracy = accuracy_wielded
|
|
|
|
update_icon()
|
|
update_held_icon()
|
|
|
|
/obj/item/weapon/gun/mob_can_equip(M as mob, slot)
|
|
//Cannot equip wielded items.
|
|
if(can_wield())
|
|
if(wielded)
|
|
M << "<span class='warning'>Lower the [initial(name)] first!</span>"
|
|
return 0
|
|
|
|
return ..()
|
|
|
|
/obj/item/weapon/gun/dropped(mob/living/user as mob)
|
|
..()
|
|
|
|
//Unwields the item when dropped, deletes the offhand
|
|
if(can_wield())
|
|
if(user)
|
|
var/obj/item/weapon/gun/O = user.get_inactive_hand()
|
|
if(istype(O))
|
|
O.unwield()
|
|
return unwield()
|
|
|
|
/obj/item/weapon/gun/pickup(mob/user)
|
|
if(can_wield())
|
|
unwield()
|
|
|
|
///////////OFFHAND///////////////
|
|
/obj/item/weapon/gun/offhand
|
|
w_class = 5.0
|
|
icon = 'icons/obj/weapons.dmi'
|
|
icon_state = "offhand"
|
|
item_state = "nothing"
|
|
name = "offhand"
|
|
needspin = FALSE
|
|
|
|
unwield()
|
|
if (ismob(loc))
|
|
var/mob/the_mob = loc
|
|
the_mob.drop_from_inventory(src)
|
|
else
|
|
qdel(src)
|
|
|
|
wield()
|
|
if (ismob(loc))
|
|
var/mob/the_mob = loc
|
|
the_mob.drop_from_inventory(src)
|
|
else
|
|
qdel(src)
|
|
|
|
dropped(mob/living/user as mob)
|
|
if(user)
|
|
var/obj/item/weapon/gun/O = user.get_inactive_hand()
|
|
if(istype(O))
|
|
user << "<span class='notice'>You are no-longer stabilizing the [name] with both hands.</span>"
|
|
O.unwield()
|
|
unwield()
|
|
|
|
if (!QDELETED(src))
|
|
qdel(src)
|
|
|
|
mob_can_equip(M as mob, slot)
|
|
return 0
|
|
|
|
obj/item/weapon/gun/Destroy()
|
|
if (istype(pin))
|
|
QDEL_NULL(pin)
|
|
if(bayonet)
|
|
QDEL_NULL(bayonet)
|
|
return ..()
|
|
|
|
|
|
/obj/item/weapon/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/weapon/gun/proc/small_fail(var/mob/user)
|
|
return
|
|
|
|
/obj/item/weapon/gun/proc/medium_fail(var/mob/user)
|
|
return
|
|
|
|
/obj/item/weapon/gun/proc/critical_fail(var/mob/user)
|
|
return
|
|
|
|
/obj/item/weapon/gun/attackby(var/obj/item/I as obj, var/mob/user as mob)
|
|
|
|
if(istype(I, /obj/item/weapon/material/knife/bayonet))
|
|
if(!can_bayonet)
|
|
return ..()
|
|
|
|
if(bayonet)
|
|
to_chat(user, "<span class='danger'>There is a bayonet attached to \the [src] already.</span>")
|
|
return
|
|
|
|
user.drop_from_inventory(I,src)
|
|
bayonet = I
|
|
to_chat(user, "<span class='notice'>You attach \the [I] to the front of \the [src].</span>")
|
|
update_icon()
|
|
|
|
if(!pin)
|
|
return ..()
|
|
|
|
if(isscrewdriver(I))
|
|
visible_message("<span class = 'warning'>[user] begins to try and pry out [src]'s firing pin!</span>")
|
|
if(do_after(user,45 SECONDS,act_target = src))
|
|
if(pin.durable)
|
|
visible_message("<span class = 'notice'>[user] pops the [pin] out of [src]!</span>")
|
|
pin.forceMove(get_turf(src))
|
|
pin = null//clear it out.
|
|
else
|
|
user.visible_message(
|
|
"<span class='warning'>[user] breaks some electronics free from [src] with a crack.</span>",
|
|
"<span class='alert'>You apply a bit too much force to [pin], and it breaks in two. Oops.</span>",
|
|
"You hear a metallic crack.")
|
|
qdel(pin)
|
|
pin = null
|
|
.=..() |