diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm
index b9afac39484..7d79eaeb7de 100644
--- a/code/modules/projectiles/gun.dm
+++ b/code/modules/projectiles/gun.dm
@@ -1,99 +1,113 @@
-/obj/item/weapon/gun
- name = "gun"
- desc = "It's a gun. It's pretty terrible, though."
- icon = 'icons/obj/gun.dmi'
- icon_state = "detective"
- item_state = "gun"
- flags = CONDUCT
- slot_flags = SLOT_BELT
- m_amt = 2000
- w_class = 3.0
- throwforce = 5
- throw_speed = 3
- throw_range = 5
- force = 5.0
- origin_tech = "combat=1"
- attack_verb = list("struck", "hit", "bashed")
-
- var/fire_sound = "gunshot"
- var/silenced = 0
- var/recoil = 0
- var/clumsy_check = 1
- var/obj/item/ammo_casing/chambered = null
- var/trigger_guard = 1
-
- proc/process_chamber()
- return 0
-
- proc/special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver.
- return 1
-
- proc/shoot_with_empty_chamber(mob/living/user as mob|obj)
- user << "*click*"
- return
-
- proc/shoot_live_shot(mob/living/user as mob|obj)
- if(recoil)
- spawn()
- shake_camera(user, recoil + 1, recoil)
-
- if(silenced)
- playsound(user, fire_sound, 10, 1)
- else
- playsound(user, fire_sound, 50, 1)
- user.visible_message("[user] fires [src]!", "You fire [src]!", "You hear a [istype(src, /obj/item/weapon/gun/energy) ? "laser blast" : "gunshot"]!")
-
- emp_act(severity)
- for(var/obj/O in contents)
- O.emp_act(severity)
-
-
- afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params)//TODO: go over this
- if(flag) //It's adjacent, is the user, or is on the user's person
- return
-
- //Exclude lasertag guns from the CLUMSY check.
- if(clumsy_check)
- if(istype(user, /mob/living))
- var/mob/living/M = user
- if ((CLUMSY in M.mutations) && prob(40))
- M << "You shoot yourself in the foot with \the [src]!"
- afterattack(user, user)
- M.drop_item()
- return
-
- if (!user.IsAdvancedToolUser())
- user << "You don't have the dexterity to do this!"
- return
-
- if(trigger_guard)
- if(istype(user, /mob/living))
- var/mob/living/M = user
- if (HULK in M.mutations)
- M << "Your meaty finger is much too large for the trigger guard!"
- return
- if(ishuman(user))
- var/mob/living/carbon/human/H = user
- if(H.dna && H.dna.mutantrace == "adamantine")
- user << "Your metal fingers don't fit in the trigger guard!"
- return
-
- add_fingerprint(user)
-
- if(!special_check(user))
- return
- if(chambered)
- if(!chambered.fire(target, user, params, , silenced))
- shoot_with_empty_chamber(user)
- else
- shoot_live_shot(user)
- else
- shoot_with_empty_chamber(user)
- process_chamber()
- update_icon()
-
- if(user.hand)
- user.update_inv_l_hand(0)
- else
- user.update_inv_r_hand(0)
-
+/obj/item/weapon/gun
+ name = "gun"
+ desc = "It's a gun. It's pretty terrible, though."
+ icon = 'icons/obj/gun.dmi'
+ icon_state = "detective"
+ item_state = "gun"
+ flags = CONDUCT
+ slot_flags = SLOT_BELT
+ m_amt = 2000
+ w_class = 3.0
+ throwforce = 5
+ throw_speed = 3
+ throw_range = 5
+ force = 5.0
+ origin_tech = "combat=1"
+ attack_verb = list("struck", "hit", "bashed")
+
+ var/fire_sound = "gunshot"
+ var/silenced = 0
+ var/recoil = 0
+ var/clumsy_check = 1
+ var/obj/item/ammo_casing/chambered = null
+ var/trigger_guard = 1
+
+/obj/item/weapon/gun/proc/process_chamber()
+ return 0
+
+/obj/item/weapon/gun/proc/special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver.
+ return 1
+
+/obj/item/weapon/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj)
+ user << "*click*"
+ return
+
+/obj/item/weapon/gun/proc/shoot_live_shot(mob/living/user as mob|obj, var/pointblank = 0, var/mob/pbtarget = null)
+ if(recoil)
+ spawn()
+ shake_camera(user, recoil + 1, recoil)
+
+ if(silenced)
+ playsound(user, fire_sound, 10, 1)
+ else
+ playsound(user, fire_sound, 50, 1)
+ if(pointblank)
+ user.visible_message("[user] fires [src] point blank at [pbtarget]!", "You fire [src] point blank at [pbtarget]!", "You hear a [istype(src, /obj/item/weapon/gun/energy) ? "laser blast" : "gunshot"]!")
+ else
+ user.visible_message("[user] fires [src]!", "You fire [src]!", "You hear a [istype(src, /obj/item/weapon/gun/energy) ? "laser blast" : "gunshot"]!")
+
+/obj/item/weapon/gun/emp_act(severity)
+ for(var/obj/O in contents)
+ O.emp_act(severity)
+
+/obj/item/weapon/gun/afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params)//TODO: go over this
+ if(flag) //It's adjacent, is the user, or is on the user's person
+ if(istype(target, /mob/) && target != user && !(target in user.contents)) //We make sure that it is a mob, it's not us or part of us.
+ if(user.a_intent == "harm") //Flogging action
+ return
+ else
+ return
+
+ //Exclude lasertag guns from the CLUMSY check.
+ if(clumsy_check)
+ if(istype(user, /mob/living))
+ var/mob/living/M = user
+ if ((CLUMSY in M.mutations) && prob(40))
+ M << "You shoot yourself in the foot with \the [src]!"
+ afterattack(user, user)
+ M.drop_item()
+ return
+
+ if (!user.IsAdvancedToolUser())
+ user << "You don't have the dexterity to do this!"
+ return
+
+ if(trigger_guard)
+ if(istype(user, /mob/living))
+ var/mob/living/M = user
+ if (HULK in M.mutations)
+ M << "Your meaty finger is much too large for the trigger guard!"
+ return
+ if(ishuman(user))
+ var/mob/living/carbon/human/H = user
+ if(H.dna && H.dna.mutantrace == "adamantine")
+ user << "Your metal fingers don't fit in the trigger guard!"
+ return
+
+ add_fingerprint(user)
+
+ if(!special_check(user))
+ return
+ if(chambered)
+ if(!chambered.fire(target, user, params, , silenced))
+ shoot_with_empty_chamber(user)
+ else
+ if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
+ shoot_live_shot(user, 1, target)
+ else
+ shoot_live_shot(user)
+ else
+ shoot_with_empty_chamber(user)
+ process_chamber()
+ update_icon()
+
+ if(user.hand)
+ user.update_inv_l_hand(0)
+ else
+ user.update_inv_r_hand(0)
+
+/obj/item/weapon/gun/attack(mob/M as mob, mob/user)
+ if(user.a_intent == "harm") //Flogging
+ ..()
+ else
+ return
\ No newline at end of file