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[MIRROR] Refactors Gunlight / Helmetlight to be a component [MDB IGNORE] (#14226)
* Refactors Gunlight / Helmetlight to be a component * wew Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
This commit is contained in:
@@ -116,6 +116,12 @@
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#define COMSIG_ITEM_DROPPED "item_drop"
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///from base of obj/item/pickup(): (/mob/taker)
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#define COMSIG_ITEM_PICKUP "item_pickup"
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/// Sebt from obj/item/ui_action_click(): (mob/user, datum/action)
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#define COMSIG_ITEM_UI_ACTION_CLICK "item_action_click"
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/// Return to prevent the default behavior (attack_selfing) from ocurring.
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#define COMPONENT_ACTION_HANDLED (1<<0)
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///from base of mob/living/carbon/attacked_by(): (mob/living/carbon/target, mob/living/user, hit_zone)
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#define COMSIG_ITEM_ATTACK_ZONE "item_attack_zone"
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///from base of obj/item/hit_reaction(): (list/args)
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@@ -438,6 +438,9 @@
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/datum/action/item_action/toggle_helmet
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name = "Toggle Helmet"
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/datum/action/item_action/toggle_seclight
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name = "Toggle Seclight"
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/datum/action/item_action/toggle_jetpack
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name = "Toggle Jetpack"
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@@ -0,0 +1,295 @@
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/**
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* Component which allows you to attach a seclight to an item,
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* be it a piece of clothing or a tool.
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*/
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/datum/component/seclite_attachable
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dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
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/// Whether we can remove the light with a screwdriver or not.
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var/is_light_removable = TRUE
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/// If passed, we wil simply update our item's icon_state when a light is attached.
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/// Formatted as parent_base_state-[light_icon-state]-"on"
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var/light_icon_state
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/// If passed, we will add overlays to the item when a light is attached.
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/// This is the icon file it grabs the overlay from.
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var/light_overlay_icon
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/// The state to take from the light overlay icon if supplied.
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var/light_overlay
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/// The X offset of our overlay if supplied.
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var/overlay_x = 0
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/// The Y offset of our overlay if supplied.
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var/overlay_y = 0
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// Internal vars.
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/// A reference to the actual light that's attached.
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var/obj/item/flashlight/seclite/light
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/// A weakref to the item action we add with the light.
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var/datum/weakref/toggle_action_ref
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/// Static typecache of all lights we consider seclites (all lights we can attach).
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var/static/list/valid_lights = typecacheof(list(/obj/item/flashlight/seclite))
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/datum/component/seclite_attachable/Initialize(
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obj/item/flashlight/seclite/starting_light,
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is_light_removable = TRUE,
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light_icon_state,
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light_overlay_icon,
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light_overlay,
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overlay_x = 0,
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overlay_y = 0,
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)
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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src.is_light_removable = is_light_removable
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src.light_icon_state = light_icon_state
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src.light_overlay_icon = light_overlay_icon
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src.light_overlay = light_overlay
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src.overlay_x = overlay_x
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src.overlay_y = overlay_y
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if(istype(starting_light))
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add_light(starting_light)
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/datum/component/seclite_attachable/Destroy(force, silent)
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if(light)
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remove_light()
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return ..()
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// Inheriting component allows lights to be added externally to things which already have a mount.
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/datum/component/seclite_attachable/InheritComponent(
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datum/component/seclite_attachable/new_component,
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original,
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obj/item/flashlight/seclite/starting_light,
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is_light_removable = TRUE,
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light_icon_state,
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light_overlay_icon,
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light_overlay,
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overlay_x,
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overlay_y,
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)
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if(!original)
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return
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src.is_light_removable = is_light_removable
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// For the rest of these arguments, default to what already exists
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if(light_icon_state)
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src.light_icon_state = light_icon_state
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if(light_overlay_icon)
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src.light_overlay_icon = light_overlay_icon
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if(light_overlay)
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src.light_overlay = light_overlay
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if(overlay_x)
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src.overlay_x = overlay_x
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if(overlay_x)
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src.overlay_y = overlay_y
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if(istype(starting_light))
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add_light(starting_light)
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/datum/component/seclite_attachable/RegisterWithParent()
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RegisterSignal(parent, COMSIG_ATOM_DESTRUCTION, .proc/on_parent_deconstructed)
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RegisterSignal(parent, COMSIG_ATOM_EXITED, .proc/on_light_exit)
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RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_SCREWDRIVER), .proc/on_screwdriver)
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_ICON_STATE, .proc/on_update_icon_state)
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/on_update_overlays)
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RegisterSignal(parent, COMSIG_ITEM_UI_ACTION_CLICK, .proc/on_action_click)
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RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/on_attackby)
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RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/on_examine)
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RegisterSignal(parent, COMSIG_PARENT_QDELETING, .proc/on_parent_deleted)
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/datum/component/seclite_attachable/UnregisterFromParent()
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UnregisterSignal(parent, list(
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COMSIG_ATOM_DESTRUCTION,
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COMSIG_ATOM_EXITED,
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COMSIG_ATOM_TOOL_ACT(TOOL_SCREWDRIVER),
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COMSIG_ATOM_UPDATE_ICON_STATE,
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COMSIG_ATOM_UPDATE_OVERLAYS,
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COMSIG_ITEM_UI_ACTION_CLICK,
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COMSIG_PARENT_ATTACKBY,
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COMSIG_PARENT_EXAMINE,
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COMSIG_PARENT_QDELETING,
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))
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/// Sets a new light as our current light for our parent.
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/datum/component/seclite_attachable/proc/add_light(obj/item/flashlight/new_light, mob/attacher)
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if(light)
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CRASH("[type] tried to add a new light when it already had one.")
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light = new_light
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light.set_light_flags(light.light_flags | LIGHT_ATTACHED)
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// We may already exist within in our parent's contents... But if we don't move it over now
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if(light.loc != parent)
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light.forceMove(parent)
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// We already have an action for the light for some reason? Clean it up
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if(toggle_action_ref?.resolve())
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stack_trace("[type] - add_light had an existing toggle action when add_light was called.")
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QDEL_NULL(toggle_action_ref)
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// Make a new toggle light item action for our parent
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var/obj/item/item_parent = parent
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var/datum/action/item_action/toggle_seclight/toggle_action = new(item_parent)
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toggle_action_ref = WEAKREF(toggle_action)
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if(attacher && item_parent.loc == attacher)
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toggle_action.Grant(attacher)
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update_light()
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/// Removes the current light from our parent.
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/datum/component/seclite_attachable/proc/remove_light()
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// Our action may be linked to our parent,
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// but it's really sourced from our light. Get rid of it.
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QDEL_NULL(toggle_action_ref)
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// It is possible the light was removed by being deleted.
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if(!QDELETED(light))
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UnregisterSignal(light, COMSIG_PARENT_QDELETING)
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light.set_light_flags(light.light_flags & ~LIGHT_ATTACHED)
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light.update_brightness()
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light = null
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update_light()
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/// Toggles the light within on or off.
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/// Returns TRUE if there is a light inside, FALSE otherwise.
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/datum/component/seclite_attachable/proc/toggle_light(mob/user)
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if(!light)
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return FALSE
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light.on = !light.on
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light.update_brightness()
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if(user)
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user.balloon_alert(user, "[light.name] toggled [light.on ? "on":"off"]")
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playsound(light, 'sound/weapons/empty.ogg', 100, TRUE)
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update_light()
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return TRUE
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/// Called after the a light is added, removed, or toggles.
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/// Ensures all of our appearances look correct for the new light state.
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/datum/component/seclite_attachable/proc/update_light()
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var/obj/item/item_parent = parent
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item_parent.update_appearance()
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item_parent.update_action_buttons()
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/// Signal proc for [COMSIG_ATOM_EXITED] that handles our light being removed or deleted from our parent.
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/datum/component/seclite_attachable/proc/on_light_exit(obj/item/source, atom/movable/gone, direction)
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SIGNAL_HANDLER
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if(gone == light)
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remove_light()
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/// Signal proc for [COMSIG_ATOM_DESTRUCTION] that drops our light to the ground if our parent is deconstructed.
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/datum/component/seclite_attachable/proc/on_parent_deconstructed(obj/item/source, disassembled)
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SIGNAL_HANDLER
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light.forceMove(source.drop_location())
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/// Signal proc for [COMSIG_PARENT_QDELETING] that deletes our light if our parent is deleted.
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/datum/component/seclite_attachable/proc/on_parent_deleted(obj/item/source)
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SIGNAL_HANDLER
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QDEL_NULL(light)
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/// Signal proc for [COMSIG_ITEM_UI_ACTION_CLICK] that toggles our light on and off if our action button is clicked.
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/datum/component/seclite_attachable/proc/on_action_click(obj/item/source, mob/user, datum/action)
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SIGNAL_HANDLER
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// This isn't OUR action specifically, we don't care.
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if(!IS_WEAKREF_OF(action, toggle_action_ref))
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return
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// Toggle light fails = no light attached = shouldn't be possible
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if(!toggle_light(user))
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CRASH("[type] - on_action_click somehow both HAD AN ACTION and also HAD A TRIGGERABLE ACTION, without having an attached light.")
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return COMPONENT_ACTION_HANDLED
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/// Signal proc for [COMSIG_PARENT_ATTACKBY] that allows a user to attach a seclite by hitting our parent with it.
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/datum/component/seclite_attachable/proc/on_attackby(obj/item/source, obj/item/attacking_item, mob/attacker, params)
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SIGNAL_HANDLER
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if(!is_type_in_typecache(attacking_item, valid_lights))
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return
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if(light)
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source.balloon_alert(attacker, "already has \a [light]!")
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return
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if(!attacker.transferItemToLoc(attacking_item, source))
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return
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add_light(attacking_item, attacker)
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source.balloon_alert(attacker, "attached [attacking_item]")
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return COMPONENT_NO_AFTERATTACK
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/// Signal proc for [COMSIG_ATOM_TOOL_ACT] via [TOOL_SCREWDRIVER] that removes any attached seclite.
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/datum/component/seclite_attachable/proc/on_screwdriver(obj/item/source, mob/user, obj/item/tool)
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SIGNAL_HANDLER
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if(!light || !is_light_removable)
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return
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INVOKE_ASYNC(src, .proc/unscrew_light, source, user, tool)
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return COMPONENT_BLOCK_TOOL_ATTACK
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/// Invoked asyncronously from [proc/on_screwdriver]. Handles removing the light from our parent.
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/datum/component/seclite_attachable/proc/unscrew_light(obj/item/source, mob/user, obj/item/tool)
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tool?.play_tool_sound(source)
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source.balloon_alert(user, "unscrewed [light]")
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var/obj/item/flashlight/seclite/to_remove = light
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// The forcemove here will call exited on the light, and automatically update our references / etc
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to_remove.forceMove(source.drop_location())
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if(source.Adjacent(user) && !issilicon(user))
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user.put_in_hands(to_remove)
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/// Signal proc for [COMSIG_PARENT_EXAMINE] that shows our item can have / does have a seclite attached.
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/datum/component/seclite_attachable/proc/on_examine(obj/item/source, mob/examiner, list/examine_list)
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SIGNAL_HANDLER
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if(light)
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examine_list += "It has \a [light] [is_light_removable ? "mounted on it with a few <b>screws</b>" : "permanently mounted on it"]."
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else
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examine_list += "It has a mounting point for a <b>seclite</b>."
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/// Signal proc for [COMSIG_ATOM_UPDATE_OVERLAYS] that updates our parent with our seclite overlays, if we have some.
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/datum/component/seclite_attachable/proc/on_update_overlays(obj/item/source, list/overlays)
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SIGNAL_HANDLER
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// No overlays to add, no reason to run
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if(!light_overlay || !light_overlay_icon)
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return
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// No light, nothing to add
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if(!light)
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return
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var/overlay_state = "[light_overlay][light.on ? "_on":""]"
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var/mutable_appearance/flashlight_overlay = mutable_appearance(light_overlay_icon, overlay_state)
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flashlight_overlay.pixel_x = overlay_x
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flashlight_overlay.pixel_y = overlay_y
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overlays += flashlight_overlay
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/// Signal proc for [COMSIG_ATOM_UPDATE_ICON_STATE] that updates our parent's icon state, if we have one.
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/datum/component/seclite_attachable/proc/on_update_icon_state(obj/item/source)
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SIGNAL_HANDLER
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// No icon state to set, no reason to run
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if(!light_icon_state)
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return
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// Get the "base icon state" to work on
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var/base_state = source.base_icon_state || initial(source.icon_state)
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// Updates our icon state based on our light state.
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if(light)
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source.icon_state = "[base_state]-[light_icon_state][light.on ? "-on":""]"
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// Reset their icon state when if we've got no light.
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else if(source.icon_state != base_state)
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// Yes, this might mess with other icon state alterations,
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// but that's the downside of using icon states over overlays.
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source.icon_state = base_state
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@@ -706,6 +706,9 @@ GLOBAL_DATUM_INIT(fire_overlay, /mutable_appearance, mutable_appearance('icons/e
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*Checks before we get to here are: mob is alive, mob is not restrained, stunned, asleep, resting, laying, item is on the mob.
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*/
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/obj/item/proc/ui_action_click(mob/user, actiontype)
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if(SEND_SIGNAL(src, COMSIG_ITEM_UI_ACTION_CLICK, user, actiontype) & COMPONENT_ACTION_HANDLED)
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return
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attack_self(user)
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///This proc determines if and at what an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit
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@@ -15,77 +15,38 @@
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dog_fashion = /datum/dog_fashion/head/helmet
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var/can_flashlight = FALSE //if a flashlight can be mounted. if it has a flashlight and this is false, it is permanently attached.
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var/obj/item/flashlight/seclite/attached_light
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var/datum/action/item_action/toggle_helmet_flashlight/alight
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/obj/item/clothing/head/helmet/Initialize(mapload)
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. = ..()
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if(attached_light)
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alight = new(src)
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/obj/item/clothing/head/helmet/Destroy()
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var/obj/item/flashlight/seclite/old_light = set_attached_light(null)
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if(old_light)
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qdel(old_light)
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return ..()
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/obj/item/clothing/head/helmet/examine(mob/user)
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. = ..()
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if(attached_light)
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. += "It has \a [attached_light] [can_flashlight ? "" : "permanently "]mounted on it."
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if(can_flashlight)
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. += span_info("[attached_light] looks like it can be <b>unscrewed</b> from [src].")
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else if(can_flashlight)
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. += "It has a mounting point for a <b>seclite</b>."
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/obj/item/clothing/head/helmet/handle_atom_del(atom/A)
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if(A == attached_light)
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set_attached_light(null)
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update_helmlight()
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update_appearance()
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QDEL_NULL(alight)
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qdel(A)
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return ..()
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///Called when attached_light value changes.
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/obj/item/clothing/head/helmet/proc/set_attached_light(obj/item/flashlight/seclite/new_attached_light)
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if(attached_light == new_attached_light)
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return
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. = attached_light
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attached_light = new_attached_light
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if(attached_light)
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attached_light.set_light_flags(attached_light.light_flags | LIGHT_ATTACHED)
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if(attached_light.loc != src)
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attached_light.forceMove(src)
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else if(.)
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var/obj/item/flashlight/seclite/old_attached_light = .
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old_attached_light.set_light_flags(old_attached_light.light_flags & ~LIGHT_ATTACHED)
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if(old_attached_light.loc == src)
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old_attached_light.forceMove(get_turf(src))
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AddElement(/datum/element/update_icon_updates_onmob)
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/obj/item/clothing/head/helmet/sec
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can_flashlight = TRUE
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/obj/item/clothing/head/helmet/sec/attackby(obj/item/I, mob/user, params)
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if(issignaler(I))
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var/obj/item/assembly/signaler/S = I
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if(attached_light) //Has a flashlight. Player must remove it, else it will be lost forever.
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to_chat(user, span_warning("The mounted flashlight is in the way, remove it first!"))
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return
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/obj/item/clothing/head/helmet/sec/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/seclite_attachable, light_icon_state = "flight")
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/obj/item/clothing/head/helmet/sec/attackby(obj/item/attacking_item, mob/user, params)
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if(issignaler(attacking_item))
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||||
var/obj/item/assembly/signaler/attached_signaler = attacking_item
|
||||
// There's a flashlight in us. Remove it first, or it'll be lost forever!
|
||||
var/obj/item/flashlight/seclite/blocking_us = locate() in src
|
||||
if(blocking_us)
|
||||
to_chat(user, span_warning("[blocking_us] is in the way, remove it first!"))
|
||||
return TRUE
|
||||
|
||||
if(!attached_signaler.secured)
|
||||
to_chat(user, span_warning("Secure [attached_signaler] first!"))
|
||||
return TRUE
|
||||
|
||||
to_chat(user, span_notice("You add [attached_signaler] to [src]."))
|
||||
|
||||
qdel(attached_signaler)
|
||||
var/obj/item/bot_assembly/secbot/secbot_frame = new(loc)
|
||||
user.put_in_hands(secbot_frame)
|
||||
|
||||
qdel(src)
|
||||
return TRUE
|
||||
|
||||
if(S.secured)
|
||||
qdel(S)
|
||||
var/obj/item/bot_assembly/secbot/A = new
|
||||
user.put_in_hands(A)
|
||||
to_chat(user, span_notice("You add the signaler to the helmet."))
|
||||
qdel(src)
|
||||
return
|
||||
return ..()
|
||||
|
||||
/obj/item/clothing/head/helmet/alt
|
||||
@@ -94,9 +55,12 @@
|
||||
icon_state = "helmetalt"
|
||||
inhand_icon_state = "helmetalt"
|
||||
armor = list(MELEE = 15, BULLET = 60, LASER = 10, ENERGY = 10, BOMB = 40, BIO = 0, FIRE = 50, ACID = 50, WOUND = 5)
|
||||
can_flashlight = TRUE
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/helmet/alt/Initialize(mapload)
|
||||
. = ..()
|
||||
AddComponent(/datum/component/seclite_attachable, light_icon_state = "flight")
|
||||
|
||||
/obj/item/clothing/head/helmet/marine
|
||||
name = "tactical combat helmet"
|
||||
desc = "A tactical black helmet, sealed from outside hazards with a plate of glass and not much else."
|
||||
@@ -106,14 +70,11 @@
|
||||
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
|
||||
clothing_flags = STOPSPRESSUREDAMAGE | PLASMAMAN_HELMET_EXEMPT
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
can_flashlight = TRUE
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/helmet/marine/Initialize(mapload)
|
||||
set_attached_light(new /obj/item/flashlight/seclite)
|
||||
update_helmlight()
|
||||
update_appearance()
|
||||
. = ..()
|
||||
AddComponent(/datum/component/seclite_attachable, starting_light = new /obj/item/flashlight/seclite(src), light_icon_state = "flight")
|
||||
|
||||
/obj/item/clothing/head/helmet/marine/security
|
||||
name = "marine heavy helmet"
|
||||
@@ -158,20 +119,27 @@
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/helmet/attack_self(mob/user)
|
||||
if(can_toggle && !user.incapacitated())
|
||||
if(world.time > cooldown + toggle_cooldown)
|
||||
cooldown = world.time
|
||||
up = !up
|
||||
flags_1 ^= visor_flags
|
||||
flags_inv ^= visor_flags_inv
|
||||
flags_cover ^= visor_flags_cover
|
||||
icon_state = "[initial(icon_state)][up ? "up" : ""]"
|
||||
to_chat(user, span_notice("[up ? alt_toggle_message : toggle_message] \the [src]."))
|
||||
. = ..()
|
||||
if(.)
|
||||
return
|
||||
if(!can_toggle)
|
||||
return
|
||||
|
||||
user.update_inv_head()
|
||||
if(iscarbon(user))
|
||||
var/mob/living/carbon/C = user
|
||||
C.head_update(src, forced = 1)
|
||||
if(user.incapacitated() || world.time <= cooldown + toggle_cooldown)
|
||||
return
|
||||
|
||||
cooldown = world.time
|
||||
up = !up
|
||||
flags_1 ^= visor_flags
|
||||
flags_inv ^= visor_flags_inv
|
||||
flags_cover ^= visor_flags_cover
|
||||
icon_state = "[initial(icon_state)][up ? "up" : ""]"
|
||||
to_chat(user, span_notice("[up ? alt_toggle_message : toggle_message] \the [src]."))
|
||||
|
||||
user.update_inv_head()
|
||||
if(iscarbon(user))
|
||||
var/mob/living/carbon/carbon_user = user
|
||||
carbon_user.head_update(src, forced = TRUE)
|
||||
|
||||
/obj/item/clothing/head/helmet/justice
|
||||
name = "helmet of justice"
|
||||
@@ -405,192 +373,3 @@
|
||||
material_flags = MATERIAL_EFFECTS | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Can change color and add prefix
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
|
||||
//monkey sentience caps
|
||||
|
||||
/* SKYRAT EDIT REMOVAL - MOVED TO MODULAR
|
||||
/obj/item/clothing/head/helmet/monkey_sentience
|
||||
name = "monkey mind magnification helmet"
|
||||
desc = "A fragile, circuitry embedded helmet for boosting the intelligence of a monkey to a higher level. You see several warning labels..."
|
||||
|
||||
icon_state = "monkeymind"
|
||||
inhand_icon_state = "monkeymind"
|
||||
strip_delay = 100
|
||||
var/mob/living/carbon/human/magnification = null ///if the helmet is on a valid target (just works like a normal helmet if not (cargo please stop))
|
||||
var/polling = FALSE///if the helmet is currently polling for targets (special code for removal)
|
||||
var/light_colors = 1 ///which icon state color this is (red, blue, yellow)
|
||||
|
||||
/obj/item/clothing/head/helmet/monkey_sentience/Initialize(mapload)
|
||||
. = ..()
|
||||
light_colors = rand(1,3)
|
||||
update_appearance()
|
||||
|
||||
/obj/item/clothing/head/helmet/monkey_sentience/examine(mob/user)
|
||||
. = ..()
|
||||
. += span_boldwarning("---WARNING: REMOVAL OF HELMET ON SUBJECT MAY LEAD TO:---")
|
||||
. += span_warning("BLOOD RAGE")
|
||||
. += span_warning("BRAIN DEATH")
|
||||
. += span_warning("PRIMAL GENE ACTIVATION")
|
||||
. += span_warning("GENETIC MAKEUP MASS SUSCEPTIBILITY")
|
||||
. += span_boldnotice("Ask your CMO if mind magnification is right for you.")
|
||||
|
||||
/obj/item/clothing/head/helmet/monkey_sentience/update_icon_state()
|
||||
. = ..()
|
||||
icon_state = "[initial(icon_state)][light_colors][magnification ? "up" : null]"
|
||||
|
||||
/obj/item/clothing/head/helmet/monkey_sentience/equipped(mob/user, slot)
|
||||
. = ..()
|
||||
if(slot != ITEM_SLOT_HEAD)
|
||||
return
|
||||
if(!ismonkey(user) || user.ckey)
|
||||
var/mob/living/something = user
|
||||
to_chat(something, span_boldnotice("You feel a stabbing pain in the back of your head for a moment."))
|
||||
something.apply_damage(5,BRUTE,BODY_ZONE_HEAD,FALSE,FALSE,FALSE) //notably: no damage resist (it's in your helmet), no damage spread (it's in your helmet)
|
||||
playsound(src, 'sound/machines/buzz-sigh.ogg', 30, TRUE)
|
||||
return
|
||||
if(!(GLOB.ghost_role_flags & GHOSTROLE_STATION_SENTIENCE))
|
||||
say("ERROR: Central Command has temporarily outlawed monkey sentience helmets in this sector. NEAREST LAWFUL SECTOR: 2.537 million light years away.")
|
||||
return
|
||||
magnification = user //this polls ghosts
|
||||
visible_message(span_warning("[src] powers up!"))
|
||||
playsound(src, 'sound/machines/ping.ogg', 30, TRUE)
|
||||
RegisterSignal(magnification, COMSIG_SPECIES_LOSS, .proc/make_fall_off)
|
||||
polling = TRUE
|
||||
var/list/candidates = poll_candidates_for_mob("Do you want to play as a mind magnified monkey?", ROLE_SENTIENCE, ROLE_SENTIENCE, 5 SECONDS, magnification, POLL_IGNORE_SENTIENCE_POTION)
|
||||
polling = FALSE
|
||||
if(!magnification)
|
||||
return
|
||||
if(!candidates.len)
|
||||
UnregisterSignal(magnification, COMSIG_SPECIES_LOSS)
|
||||
magnification = null
|
||||
visible_message(span_notice("[src] falls silent and drops on the floor. Maybe you should try again later?"))
|
||||
playsound(src, 'sound/machines/buzz-sigh.ogg', 30, TRUE)
|
||||
user.dropItemToGround(src)
|
||||
return
|
||||
var/mob/picked = pick(candidates)
|
||||
magnification.key = picked.key
|
||||
playsound(src, 'sound/machines/microwave/microwave-end.ogg', 100, FALSE)
|
||||
to_chat(magnification, span_notice("You're a mind magnified monkey! Protect your helmet with your life- if you lose it, your sentience goes with it!"))
|
||||
var/policy = get_policy(ROLE_MONKEY_HELMET)
|
||||
if(policy)
|
||||
to_chat(magnification, policy)
|
||||
icon_state = "[icon_state]up"
|
||||
|
||||
/obj/item/clothing/head/helmet/monkey_sentience/Destroy()
|
||||
disconnect()
|
||||
return ..()
|
||||
|
||||
/obj/item/clothing/head/helmet/monkey_sentience/proc/disconnect()
|
||||
if(!magnification) //not put on a viable head
|
||||
return
|
||||
if(!polling)//put on a viable head, but taken off after polling finished.
|
||||
if(magnification.client)
|
||||
to_chat(magnification, span_userdanger("You feel your flicker of sentience ripped away from you, as everything becomes dim..."))
|
||||
magnification.ghostize(FALSE)
|
||||
if(prob(10))
|
||||
switch(rand(1,4))
|
||||
if(1) //blood rage
|
||||
magnification.ai_controller.blackboard[BB_MONKEY_AGGRESSIVE] = TRUE
|
||||
if(2) //brain death
|
||||
magnification.apply_damage(500,BRAIN,BODY_ZONE_HEAD,FALSE,FALSE,FALSE)
|
||||
if(3) //primal gene (gorilla)
|
||||
magnification.gorillize()
|
||||
if(4) //genetic mass susceptibility (gib)
|
||||
magnification.gib()
|
||||
//either used up correctly or taken off before polling finished (punish this by destroying the helmet)
|
||||
UnregisterSignal(magnification, COMSIG_SPECIES_LOSS)
|
||||
playsound(src, 'sound/machines/buzz-sigh.ogg', 30, TRUE)
|
||||
playsound(src, SFX_SPARKS, 100, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
|
||||
visible_message(span_warning("[src] fizzles and breaks apart!"))
|
||||
magnification = null
|
||||
new /obj/effect/decal/cleanable/ash/crematorium(drop_location()) //just in case they're in a locker or other containers it needs to use crematorium ash, see the path itself for an explanation
|
||||
|
||||
/obj/item/clothing/head/helmet/monkey_sentience/dropped(mob/user)
|
||||
. = ..()
|
||||
if(magnification || polling)
|
||||
qdel(src)//runs disconnect code
|
||||
|
||||
/obj/item/clothing/head/helmet/monkey_sentience/proc/make_fall_off()
|
||||
SIGNAL_HANDLER
|
||||
if(magnification)
|
||||
visible_message(span_warning("[src] falls off of [magnification]'s head as it changes shape!"))
|
||||
magnification.dropItemToGround(src)
|
||||
*/
|
||||
//LightToggle
|
||||
|
||||
/obj/item/clothing/head/helmet/ComponentInitialize()
|
||||
. = ..()
|
||||
AddElement(/datum/element/update_icon_updates_onmob)
|
||||
|
||||
/obj/item/clothing/head/helmet/update_icon_state()
|
||||
if(attached_light)
|
||||
var/state = "[initial(icon_state)]"
|
||||
if(attached_light.on)
|
||||
state += "-flight-on" //"helmet-flight-on" // "helmet-cam-flight-on"
|
||||
else
|
||||
state += "-flight" //etc.
|
||||
icon_state = state
|
||||
return ..()
|
||||
|
||||
/obj/item/clothing/head/helmet/ui_action_click(mob/user, action)
|
||||
if(istype(action, alight))
|
||||
toggle_helmlight()
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/clothing/head/helmet/attackby(obj/item/I, mob/user, params)
|
||||
if(istype(I, /obj/item/flashlight/seclite))
|
||||
var/obj/item/flashlight/seclite/S = I
|
||||
if(can_flashlight && !attached_light)
|
||||
if(!user.transferItemToLoc(S, src))
|
||||
return
|
||||
to_chat(user, span_notice("You click [S] into place on [src]."))
|
||||
set_attached_light(S)
|
||||
update_appearance()
|
||||
update_helmlight()
|
||||
alight = new(src)
|
||||
if(loc == user)
|
||||
alight.Grant(user)
|
||||
return
|
||||
return ..()
|
||||
|
||||
/obj/item/clothing/head/helmet/screwdriver_act(mob/living/user, obj/item/I)
|
||||
. = ..()
|
||||
if(can_flashlight && attached_light) //if it has a light but can_flashlight is false, the light is permanently attached.
|
||||
I.play_tool_sound(src)
|
||||
to_chat(user, span_notice("You unscrew [attached_light] from [src]."))
|
||||
attached_light.forceMove(drop_location())
|
||||
if(Adjacent(user) && !issilicon(user))
|
||||
user.put_in_hands(attached_light)
|
||||
|
||||
var/obj/item/flashlight/removed_light = set_attached_light(null)
|
||||
update_helmlight()
|
||||
removed_light.update_brightness(user)
|
||||
update_appearance()
|
||||
user.update_inv_head()
|
||||
QDEL_NULL(alight)
|
||||
return TRUE
|
||||
|
||||
/obj/item/clothing/head/helmet/proc/toggle_helmlight()
|
||||
set name = "Toggle Helmetlight"
|
||||
set category = "Object"
|
||||
set desc = "Click to toggle your helmet's attached flashlight."
|
||||
|
||||
if(!attached_light)
|
||||
return
|
||||
|
||||
var/mob/user = usr
|
||||
if(user.incapacitated())
|
||||
return
|
||||
attached_light.on = !attached_light.on
|
||||
attached_light.update_brightness()
|
||||
to_chat(user, span_notice("You toggle the helmet light [attached_light.on ? "on":"off"]."))
|
||||
|
||||
playsound(user, 'sound/weapons/empty.ogg', 100, TRUE)
|
||||
update_helmlight()
|
||||
|
||||
/obj/item/clothing/head/helmet/proc/update_helmlight()
|
||||
if(attached_light)
|
||||
update_appearance()
|
||||
|
||||
update_action_buttons()
|
||||
|
||||
@@ -0,0 +1,110 @@
|
||||
|
||||
//monkey sentience caps
|
||||
/* SKYRAT EDIT REMOVAL
|
||||
/obj/item/clothing/head/helmet/monkey_sentience
|
||||
name = "monkey mind magnification helmet"
|
||||
desc = "A fragile, circuitry embedded helmet for boosting the intelligence of a monkey to a higher level. You see several warning labels..."
|
||||
|
||||
icon_state = "monkeymind"
|
||||
inhand_icon_state = "monkeymind"
|
||||
strip_delay = 100
|
||||
var/mob/living/carbon/human/magnification = null ///if the helmet is on a valid target (just works like a normal helmet if not (cargo please stop))
|
||||
var/polling = FALSE///if the helmet is currently polling for targets (special code for removal)
|
||||
var/light_colors = 1 ///which icon state color this is (red, blue, yellow)
|
||||
|
||||
/obj/item/clothing/head/helmet/monkey_sentience/Initialize(mapload)
|
||||
. = ..()
|
||||
light_colors = rand(1,3)
|
||||
update_appearance()
|
||||
|
||||
/obj/item/clothing/head/helmet/monkey_sentience/examine(mob/user)
|
||||
. = ..()
|
||||
. += span_boldwarning("---WARNING: REMOVAL OF HELMET ON SUBJECT MAY LEAD TO:---")
|
||||
. += span_warning("BLOOD RAGE")
|
||||
. += span_warning("BRAIN DEATH")
|
||||
. += span_warning("PRIMAL GENE ACTIVATION")
|
||||
. += span_warning("GENETIC MAKEUP MASS SUSCEPTIBILITY")
|
||||
. += span_boldnotice("Ask your CMO if mind magnification is right for you.")
|
||||
|
||||
/obj/item/clothing/head/helmet/monkey_sentience/update_icon_state()
|
||||
. = ..()
|
||||
icon_state = "[initial(icon_state)][light_colors][magnification ? "up" : null]"
|
||||
|
||||
/obj/item/clothing/head/helmet/monkey_sentience/equipped(mob/user, slot)
|
||||
. = ..()
|
||||
if(slot != ITEM_SLOT_HEAD)
|
||||
return
|
||||
if(!ismonkey(user) || user.ckey)
|
||||
var/mob/living/something = user
|
||||
to_chat(something, span_boldnotice("You feel a stabbing pain in the back of your head for a moment."))
|
||||
something.apply_damage(5,BRUTE,BODY_ZONE_HEAD,FALSE,FALSE,FALSE) //notably: no damage resist (it's in your helmet), no damage spread (it's in your helmet)
|
||||
playsound(src, 'sound/machines/buzz-sigh.ogg', 30, TRUE)
|
||||
return
|
||||
if(!(GLOB.ghost_role_flags & GHOSTROLE_STATION_SENTIENCE))
|
||||
say("ERROR: Central Command has temporarily outlawed monkey sentience helmets in this sector. NEAREST LAWFUL SECTOR: 2.537 million light years away.")
|
||||
return
|
||||
magnification = user //this polls ghosts
|
||||
visible_message(span_warning("[src] powers up!"))
|
||||
playsound(src, 'sound/machines/ping.ogg', 30, TRUE)
|
||||
RegisterSignal(magnification, COMSIG_SPECIES_LOSS, .proc/make_fall_off)
|
||||
polling = TRUE
|
||||
var/list/candidates = poll_candidates_for_mob("Do you want to play as a mind magnified monkey?", ROLE_SENTIENCE, ROLE_SENTIENCE, 5 SECONDS, magnification, POLL_IGNORE_SENTIENCE_POTION)
|
||||
polling = FALSE
|
||||
if(!magnification)
|
||||
return
|
||||
if(!candidates.len)
|
||||
UnregisterSignal(magnification, COMSIG_SPECIES_LOSS)
|
||||
magnification = null
|
||||
visible_message(span_notice("[src] falls silent and drops on the floor. Maybe you should try again later?"))
|
||||
playsound(src, 'sound/machines/buzz-sigh.ogg', 30, TRUE)
|
||||
user.dropItemToGround(src)
|
||||
return
|
||||
var/mob/picked = pick(candidates)
|
||||
magnification.key = picked.key
|
||||
playsound(src, 'sound/machines/microwave/microwave-end.ogg', 100, FALSE)
|
||||
to_chat(magnification, span_notice("You're a mind magnified monkey! Protect your helmet with your life- if you lose it, your sentience goes with it!"))
|
||||
var/policy = get_policy(ROLE_MONKEY_HELMET)
|
||||
if(policy)
|
||||
to_chat(magnification, policy)
|
||||
icon_state = "[icon_state]up"
|
||||
|
||||
/obj/item/clothing/head/helmet/monkey_sentience/Destroy()
|
||||
disconnect()
|
||||
return ..()
|
||||
|
||||
/obj/item/clothing/head/helmet/monkey_sentience/proc/disconnect()
|
||||
if(!magnification) //not put on a viable head
|
||||
return
|
||||
if(!polling)//put on a viable head, but taken off after polling finished.
|
||||
if(magnification.client)
|
||||
to_chat(magnification, span_userdanger("You feel your flicker of sentience ripped away from you, as everything becomes dim..."))
|
||||
magnification.ghostize(FALSE)
|
||||
if(prob(10))
|
||||
switch(rand(1,4))
|
||||
if(1) //blood rage
|
||||
magnification.ai_controller.blackboard[BB_MONKEY_AGGRESSIVE] = TRUE
|
||||
if(2) //brain death
|
||||
magnification.apply_damage(500,BRAIN,BODY_ZONE_HEAD,FALSE,FALSE,FALSE)
|
||||
if(3) //primal gene (gorilla)
|
||||
magnification.gorillize()
|
||||
if(4) //genetic mass susceptibility (gib)
|
||||
magnification.gib()
|
||||
//either used up correctly or taken off before polling finished (punish this by destroying the helmet)
|
||||
UnregisterSignal(magnification, COMSIG_SPECIES_LOSS)
|
||||
playsound(src, 'sound/machines/buzz-sigh.ogg', 30, TRUE)
|
||||
playsound(src, SFX_SPARKS, 100, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
|
||||
visible_message(span_warning("[src] fizzles and breaks apart!"))
|
||||
magnification = null
|
||||
new /obj/effect/decal/cleanable/ash/crematorium(drop_location()) //just in case they're in a locker or other containers it needs to use crematorium ash, see the path itself for an explanation
|
||||
|
||||
/obj/item/clothing/head/helmet/monkey_sentience/dropped(mob/user)
|
||||
. = ..()
|
||||
if(magnification || polling)
|
||||
qdel(src)//runs disconnect code
|
||||
|
||||
/obj/item/clothing/head/helmet/monkey_sentience/proc/make_fall_off()
|
||||
SIGNAL_HANDLER
|
||||
if(magnification)
|
||||
visible_message(span_warning("[src] falls off of [magnification]'s head as it changes shape!"))
|
||||
magnification.dropItemToGround(src)
|
||||
*/
|
||||
@@ -24,10 +24,13 @@
|
||||
/mob/living/carbon/human/species/monkey/angry/Initialize(mapload)
|
||||
. = ..()
|
||||
if(prob(10))
|
||||
var/obj/item/clothing/head/helmet/justice/escape/helmet = new(src)
|
||||
equip_to_slot_or_del(helmet,ITEM_SLOT_HEAD)
|
||||
helmet.attack_self(src) // todo encapsulate toggle
|
||||
INVOKE_ASYNC(src, .proc/give_ape_escape_helmet)
|
||||
|
||||
/// Gives our funny monkey an Ape Escape hat reference
|
||||
/mob/living/carbon/human/species/monkey/angry/proc/give_ape_escape_helmet()
|
||||
var/obj/item/clothing/head/helmet/justice/escape/helmet = new(src)
|
||||
equip_to_slot_or_del(helmet, ITEM_SLOT_HEAD)
|
||||
helmet.attack_self(src) // todo encapsulate toggle
|
||||
|
||||
GLOBAL_DATUM(the_one_and_only_punpun, /mob/living/carbon/human/species/monkey/punpun)
|
||||
|
||||
|
||||
+17
-126
@@ -56,10 +56,6 @@
|
||||
var/obj/item/firing_pin/pin = /obj/item/firing_pin //standard firing pin for most guns
|
||||
/// True if a gun dosen't need a pin, mostly used for abstract guns like tentacles and meathooks
|
||||
var/pinless = FALSE
|
||||
var/can_flashlight = FALSE //if a flashlight can be added or removed if it already has one.
|
||||
var/obj/item/flashlight/seclite/gun_light
|
||||
var/datum/action/item_action/toggle_gunlight/alight
|
||||
var/gunlight_state = "flight"
|
||||
|
||||
var/can_bayonet = FALSE //if a bayonet can be added or removed if it already has one.
|
||||
var/obj/item/knife/bayonet
|
||||
@@ -68,8 +64,6 @@
|
||||
|
||||
var/ammo_x_offset = 0 //used for positioning ammo count overlay on sprite
|
||||
var/ammo_y_offset = 0
|
||||
var/flight_x_offset = 0
|
||||
var/flight_y_offset = 0
|
||||
|
||||
var/pb_knockback = 0
|
||||
|
||||
@@ -77,14 +71,12 @@
|
||||
. = ..()
|
||||
if(pin)
|
||||
pin = new pin(src)
|
||||
if(gun_light)
|
||||
alight = new(src)
|
||||
|
||||
add_seclight_point()
|
||||
|
||||
/obj/item/gun/Destroy()
|
||||
if(isobj(pin)) //Can still be the initial path, then we skip
|
||||
QDEL_NULL(pin)
|
||||
if(gun_light)
|
||||
QDEL_NULL(gun_light)
|
||||
if(bayonet)
|
||||
QDEL_NULL(bayonet)
|
||||
if(chambered) //Not all guns are chambered (EMP'ed energy guns etc)
|
||||
@@ -93,6 +85,12 @@
|
||||
QDEL_NULL(suppressed)
|
||||
return ..()
|
||||
|
||||
/// Handles adding [the seclite mount component][/datum/component/seclite_attachable] to the gun.
|
||||
/// If the gun shouldn't have a seclight mount, override this with a return.
|
||||
/// Or, if a child of a gun with a seclite mount has slightly different behavior or icons, extend this.
|
||||
/obj/item/gun/proc/add_seclight_point()
|
||||
return
|
||||
|
||||
/obj/item/gun/handle_atom_del(atom/A)
|
||||
if(A == pin)
|
||||
pin = null
|
||||
@@ -101,8 +99,6 @@
|
||||
update_appearance()
|
||||
if(A == bayonet)
|
||||
clear_bayonet()
|
||||
if(A == gun_light)
|
||||
clear_gunlight()
|
||||
if(A == suppressed)
|
||||
clear_suppressor()
|
||||
return ..()
|
||||
@@ -123,13 +119,6 @@
|
||||
else
|
||||
. += "It doesn't have a <b>firing pin</b> installed, and won't fire."
|
||||
|
||||
if(gun_light)
|
||||
. += "It has \a [gun_light] [can_flashlight ? "" : "permanently "]mounted on it."
|
||||
if(can_flashlight) //if it has a light and this is false, the light is permanent.
|
||||
. += span_info("[gun_light] looks like it can be <b>unscrewed</b> from [src].")
|
||||
else if(can_flashlight)
|
||||
. += "It has a mounting point for a <b>seclite</b>."
|
||||
|
||||
if(bayonet)
|
||||
. += "It has \a [bayonet] [can_bayonet ? "" : "permanently "]affixed to it."
|
||||
if(can_bayonet) //if it has a bayonet and this is false, the bayonet is permanent.
|
||||
@@ -417,19 +406,7 @@
|
||||
/obj/item/gun/attackby(obj/item/I, mob/living/user, params)
|
||||
if(user.combat_mode)
|
||||
return ..()
|
||||
else if(istype(I, /obj/item/flashlight/seclite))
|
||||
if(!can_flashlight)
|
||||
return ..()
|
||||
var/obj/item/flashlight/seclite/S = I
|
||||
if(!gun_light)
|
||||
if(!user.transferItemToLoc(I, src))
|
||||
return
|
||||
to_chat(user, span_notice("You click [S] into place on [src]."))
|
||||
set_gun_light(S)
|
||||
update_gunlight()
|
||||
alight = new(src)
|
||||
if(loc == user)
|
||||
alight.Grant(user)
|
||||
|
||||
else if(istype(I, /obj/item/knife))
|
||||
var/obj/item/knife/K = I
|
||||
if(!can_bayonet || !K.bayonet || bayonet) //ensure the gun has an attachment point available, and that the knife is compatible with it.
|
||||
@@ -449,20 +426,9 @@
|
||||
return
|
||||
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
|
||||
return
|
||||
if((can_flashlight && gun_light) && (can_bayonet && bayonet)) //give them a choice instead of removing both
|
||||
var/list/possible_items = list(gun_light, bayonet)
|
||||
var/obj/item/item_to_remove = tgui_input_list(user, "Attachment to remove", "Attachment Removal", sort_names(possible_items))
|
||||
if(isnull(item_to_remove))
|
||||
return
|
||||
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
|
||||
return
|
||||
return remove_gun_attachment(user, I, item_to_remove)
|
||||
|
||||
else if(gun_light && can_flashlight) //if it has a gun_light and can_flashlight is false, the flashlight is permanently attached.
|
||||
return remove_gun_attachment(user, I, gun_light, "unscrewed")
|
||||
|
||||
else if(bayonet && can_bayonet) //if it has a bayonet, and the bayonet can be removed
|
||||
return remove_gun_attachment(user, I, bayonet, "unfix")
|
||||
if(bayonet && can_bayonet) //if it has a bayonet, and the bayonet can be removed
|
||||
return remove_bayonet(user, I)
|
||||
|
||||
else if(pin && user.is_holding(src))
|
||||
user.visible_message(span_warning("[user] attempts to remove [pin] from [src] with [I]."),
|
||||
@@ -509,19 +475,15 @@
|
||||
QDEL_NULL(pin)
|
||||
return TRUE
|
||||
|
||||
/obj/item/gun/proc/remove_gun_attachment(mob/living/user, obj/item/tool_item, obj/item/item_to_remove, removal_verb)
|
||||
if(tool_item)
|
||||
tool_item.play_tool_sound(src)
|
||||
to_chat(user, span_notice("You [removal_verb ? removal_verb : "remove"] [item_to_remove] from [src]."))
|
||||
item_to_remove.forceMove(drop_location())
|
||||
/obj/item/gun/proc/remove_bayonet(mob/living/user, obj/item/tool_item)
|
||||
tool_item?.play_tool_sound(src)
|
||||
to_chat(user, span_notice("You unfix [bayonet] from [src]."))
|
||||
bayonet.forceMove(drop_location())
|
||||
|
||||
if(Adjacent(user) && !issilicon(user))
|
||||
user.put_in_hands(item_to_remove)
|
||||
user.put_in_hands(bayonet)
|
||||
|
||||
if(item_to_remove == bayonet)
|
||||
return clear_bayonet()
|
||||
else if(item_to_remove == gun_light)
|
||||
return clear_gunlight()
|
||||
return clear_bayonet()
|
||||
|
||||
/obj/item/gun/proc/clear_bayonet()
|
||||
if(!bayonet)
|
||||
@@ -530,79 +492,8 @@
|
||||
update_appearance()
|
||||
return TRUE
|
||||
|
||||
/obj/item/gun/proc/clear_gunlight()
|
||||
if(!gun_light)
|
||||
return
|
||||
var/obj/item/flashlight/seclite/removed_light = gun_light
|
||||
set_gun_light(null)
|
||||
update_gunlight()
|
||||
removed_light.update_brightness()
|
||||
QDEL_NULL(alight)
|
||||
return TRUE
|
||||
|
||||
|
||||
/**
|
||||
* Swaps the gun's seclight, dropping the old seclight if it has not been qdel'd.
|
||||
*
|
||||
* Returns the former gun_light that has now been replaced by this proc.
|
||||
* Arguments:
|
||||
* * new_light - The new light to attach to the weapon. Can be null, which will mean the old light is removed with no replacement.
|
||||
*/
|
||||
/obj/item/gun/proc/set_gun_light(obj/item/flashlight/seclite/new_light)
|
||||
// Doesn't look like this should ever happen? We're replacing our old light with our old light?
|
||||
if(gun_light == new_light)
|
||||
CRASH("Tried to set a new gun light when the old gun light was also the new gun light.")
|
||||
|
||||
. = gun_light
|
||||
|
||||
// If there's an old gun light that isn't being QDELETED, detatch and drop it to the floor.
|
||||
if(!QDELETED(gun_light))
|
||||
gun_light.set_light_flags(gun_light.light_flags & ~LIGHT_ATTACHED)
|
||||
if(gun_light.loc == src)
|
||||
gun_light.forceMove(get_turf(src))
|
||||
|
||||
// If there's a new gun light to be added, attach and move it to the gun.
|
||||
if(new_light)
|
||||
new_light.set_light_flags(new_light.light_flags | LIGHT_ATTACHED)
|
||||
if(new_light.loc != src)
|
||||
new_light.forceMove(src)
|
||||
|
||||
gun_light = new_light
|
||||
|
||||
/obj/item/gun/ui_action_click(mob/user, actiontype)
|
||||
if(istype(actiontype, alight))
|
||||
toggle_gunlight()
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/gun/proc/toggle_gunlight()
|
||||
if(!gun_light)
|
||||
return
|
||||
|
||||
var/mob/living/carbon/human/user = usr
|
||||
gun_light.on = !gun_light.on
|
||||
gun_light.update_brightness()
|
||||
to_chat(user, span_notice("You toggle the gunlight [gun_light.on ? "on":"off"]."))
|
||||
|
||||
playsound(user, 'sound/weapons/empty.ogg', 100, TRUE)
|
||||
update_gunlight()
|
||||
|
||||
/obj/item/gun/proc/update_gunlight()
|
||||
update_appearance()
|
||||
update_action_buttons()
|
||||
|
||||
/obj/item/gun/update_overlays()
|
||||
. = ..()
|
||||
if(gun_light)
|
||||
var/mutable_appearance/flashlight_overlay
|
||||
var/state = "[gunlight_state][gun_light.on? "_on":""]" //Generic state.
|
||||
if(gun_light.icon_state in icon_states('icons/obj/guns/flashlights.dmi')) //Snowflake state?
|
||||
state = gun_light.icon_state
|
||||
flashlight_overlay = mutable_appearance('icons/obj/guns/flashlights.dmi', state)
|
||||
flashlight_overlay.pixel_x = flight_x_offset
|
||||
flashlight_overlay.pixel_y = flight_y_offset
|
||||
. += flashlight_overlay
|
||||
|
||||
if(bayonet)
|
||||
var/mutable_appearance/knife_overlay
|
||||
var/state = "bayonet" //Generic state.
|
||||
|
||||
@@ -59,6 +59,7 @@
|
||||
START_PROCESSING(SSobj, src)
|
||||
update_appearance()
|
||||
RegisterSignal(src, COMSIG_ITEM_RECHARGED, .proc/instant_recharge)
|
||||
AddElement(/datum/element/update_icon_updates_onmob)
|
||||
|
||||
/obj/item/gun/energy/add_weapon_description()
|
||||
AddElement(/datum/element/weapon_description, attached_proc = .proc/add_notes_energy)
|
||||
@@ -92,10 +93,6 @@
|
||||
|
||||
return readout.Join("\n") // Sending over the singular string, rather than the whole list
|
||||
|
||||
/obj/item/gun/energy/ComponentInitialize()
|
||||
. = ..()
|
||||
AddElement(/datum/element/update_icon_updates_onmob)
|
||||
|
||||
/obj/item/gun/energy/proc/update_ammo_types()
|
||||
var/obj/item/ammo_casing/energy/shot
|
||||
for (var/i in 1 to ammo_type.len)
|
||||
@@ -219,8 +216,8 @@
|
||||
if(modifystate)
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
|
||||
if(single_shot_type_overlay)
|
||||
. += "[icon_state]_[shot.select_name]"
|
||||
overlay_icon_state += "_[shot.select_name]"
|
||||
. += "[icon_state]_[initial(shot.select_name)]"
|
||||
overlay_icon_state += "_[initial(shot.select_name)]"
|
||||
|
||||
var/ratio = get_charge_ratio()
|
||||
if(ratio == 0 && display_empty)
|
||||
|
||||
@@ -6,12 +6,16 @@
|
||||
inhand_icon_state = null //so the human update icon uses the icon_state instead.
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser)
|
||||
modifystate = TRUE
|
||||
can_flashlight = TRUE
|
||||
ammo_x_offset = 3
|
||||
flight_x_offset = 15
|
||||
flight_y_offset = 10
|
||||
dual_wield_spread = 60
|
||||
|
||||
/obj/item/gun/energy/e_gun/add_seclight_point()
|
||||
AddComponent(/datum/component/seclite_attachable, \
|
||||
light_overlay_icon = 'icons/obj/guns/flashlights.dmi', \
|
||||
light_overlay = "flight", \
|
||||
overlay_x = 15, \
|
||||
overlay_y = 10)
|
||||
|
||||
/obj/item/gun/energy/e_gun/mini
|
||||
name = "miniature energy gun"
|
||||
desc = "A small, pistol-sized energy gun with a built-in flashlight. It has two settings: disable and kill."
|
||||
@@ -21,15 +25,17 @@
|
||||
cell_type = /obj/item/stock_parts/cell/mini_egun
|
||||
ammo_x_offset = 2
|
||||
charge_sections = 3
|
||||
can_flashlight = FALSE // Can't attach or detach the flashlight, and override it's icon update
|
||||
gunlight_state = "mini-light"
|
||||
flight_x_offset = 19
|
||||
flight_y_offset = 13
|
||||
single_shot_type_overlay = FALSE
|
||||
|
||||
/obj/item/gun/energy/e_gun/mini/Initialize(mapload)
|
||||
set_gun_light(new /obj/item/flashlight/seclite(src))
|
||||
return ..()
|
||||
/obj/item/gun/energy/e_gun/mini/add_seclight_point()
|
||||
// The mini energy gun's light comes attached but is unremovable.
|
||||
AddComponent(/datum/component/seclite_attachable, \
|
||||
starting_light = new /obj/item/flashlight/seclite(src), \
|
||||
is_light_removable = FALSE, \
|
||||
light_overlay_icon = 'icons/obj/guns/flashlights.dmi', \
|
||||
light_overlay = "mini-light", \
|
||||
overlay_x = 19, \
|
||||
overlay_y = 13)
|
||||
|
||||
/obj/item/gun/energy/e_gun/stun
|
||||
name = "tactical energy gun"
|
||||
@@ -76,9 +82,11 @@
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/net, /obj/item/ammo_casing/energy/trap)
|
||||
modifystate = FALSE
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
can_flashlight = FALSE
|
||||
ammo_x_offset = 1
|
||||
|
||||
/obj/item/gun/energy/e_gun/dragnet/add_seclight_point()
|
||||
return
|
||||
|
||||
/obj/item/gun/energy/e_gun/dragnet/snare
|
||||
name = "Energy Snare Launcher"
|
||||
desc = "Fires an energy snare that slows the target down."
|
||||
@@ -94,11 +102,13 @@
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
|
||||
weapon_weight = WEAPON_HEAVY
|
||||
can_flashlight = FALSE
|
||||
trigger_guard = TRIGGER_GUARD_NONE
|
||||
ammo_x_offset = 2
|
||||
|
||||
/obj/item/gun/energy/e_gun/nuclear //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
|
||||
/obj/item/gun/energy/e_gun/turret/add_seclight_point()
|
||||
return
|
||||
|
||||
/obj/item/gun/energy/e_gun/nuclear
|
||||
name = "advanced energy gun"
|
||||
desc = "An energy gun with an experimental miniaturized nuclear reactor that automatically charges the internal power cell."
|
||||
icon_state = "nucgun"
|
||||
|
||||
@@ -8,9 +8,6 @@
|
||||
item_flags = NONE
|
||||
obj_flags = UNIQUE_RENAME
|
||||
weapon_weight = WEAPON_LIGHT
|
||||
can_flashlight = TRUE
|
||||
flight_x_offset = 15
|
||||
flight_y_offset = 9
|
||||
can_bayonet = TRUE
|
||||
knife_x_offset = 20
|
||||
knife_y_offset = 12
|
||||
@@ -18,6 +15,13 @@
|
||||
var/max_mod_capacity = 100
|
||||
var/list/modkits = list()
|
||||
|
||||
/obj/item/gun/energy/recharge/kinetic_accelerator/add_seclight_point()
|
||||
AddComponent(/datum/component/seclite_attachable, \
|
||||
light_overlay_icon = 'icons/obj/guns/flashlights.dmi', \
|
||||
light_overlay = "flight", \
|
||||
overlay_x = 15, \
|
||||
overlay_y = 9)
|
||||
|
||||
/obj/item/gun/energy/recharge/kinetic_accelerator/examine(mob/user)
|
||||
. = ..()
|
||||
if(max_mod_capacity)
|
||||
|
||||
@@ -168,19 +168,23 @@
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/nanite)
|
||||
shaded_charge = TRUE
|
||||
ammo_x_offset = 1
|
||||
can_flashlight = TRUE
|
||||
flight_x_offset = 15
|
||||
flight_y_offset = 9
|
||||
can_bayonet = TRUE
|
||||
knife_x_offset = 19
|
||||
knife_y_offset = 13
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
dual_wield_spread = 10 //as intended by the coders
|
||||
|
||||
/obj/item/gun/energy/laser/thermal/ComponentInitialize()
|
||||
/obj/item/gun/energy/laser/thermal/Initialize(mapload)
|
||||
. = ..()
|
||||
AddElement(/datum/element/empprotection, EMP_PROTECT_SELF|EMP_PROTECT_CONTENTS)
|
||||
|
||||
/obj/item/gun/energy/laser/thermal/add_seclight_point()
|
||||
AddComponent(/datum/component/seclite_attachable, \
|
||||
light_overlay_icon = 'icons/obj/guns/flashlights.dmi', \
|
||||
light_overlay = "flight", \
|
||||
overlay_x = 15, \
|
||||
overlay_y = 9)
|
||||
|
||||
/obj/item/gun/energy/laser/thermal/inferno //the magma gun
|
||||
name = "inferno pistol"
|
||||
desc = "A modified handcannon with a self-replicating reserve of decommissioned weaponized nanites. Spit globs of molten angry robots into the bad guys. While it doesn't manipulate temperature in of itself, it does cause an violent eruption in anyone who is severely cold."
|
||||
|
||||
@@ -7,11 +7,10 @@
|
||||
display_empty = FALSE
|
||||
force = 5
|
||||
selfcharge = 1
|
||||
can_flashlight = FALSE
|
||||
trigger_guard = TRIGGER_GUARD_ALLOW_ALL // Has no trigger at all, uses neural signals instead
|
||||
|
||||
/obj/item/gun/energy/e_gun/advtaser/mounted/dropped()//if somebody manages to drop this somehow...
|
||||
..()
|
||||
/obj/item/gun/energy/e_gun/advtaser/mounted/add_seclight_point()
|
||||
return
|
||||
|
||||
/obj/item/gun/energy/laser/mounted
|
||||
name = "mounted laser"
|
||||
@@ -23,9 +22,6 @@
|
||||
selfcharge = 1
|
||||
trigger_guard = TRIGGER_GUARD_ALLOW_ALL
|
||||
|
||||
/obj/item/gun/energy/laser/mounted/dropped()
|
||||
..()
|
||||
|
||||
/obj/item/gun/energy/laser/mounted/augment
|
||||
icon = 'icons/obj/surgery.dmi'
|
||||
icon_state = "arm_laser"
|
||||
|
||||
@@ -40,9 +40,13 @@
|
||||
worn_icon_state = "gun"
|
||||
inhand_icon_state = null
|
||||
cell_type = "/obj/item/stock_parts/cell/pulse/carbine"
|
||||
can_flashlight = TRUE
|
||||
flight_x_offset = 18
|
||||
flight_y_offset = 12
|
||||
|
||||
/obj/item/gun/energy/pulse/carbine/add_seclight_point()
|
||||
AddComponent(/datum/component/seclite_attachable, \
|
||||
light_overlay_icon = 'icons/obj/guns/flashlights.dmi', \
|
||||
light_overlay = "flight", \
|
||||
overlay_x = 18, \
|
||||
overlay_y = 12)
|
||||
|
||||
/obj/item/gun/energy/pulse/carbine/loyalpin
|
||||
pin = /obj/item/firing_pin/implant/mindshield
|
||||
|
||||
@@ -5,13 +5,17 @@
|
||||
inhand_icon_state = null //so the human update icon uses the icon_state instead.
|
||||
worn_icon_state = null
|
||||
shaded_charge = TRUE
|
||||
can_flashlight = TRUE
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
flags_1 = CONDUCT_1
|
||||
slot_flags = ITEM_SLOT_BACK
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/ion)
|
||||
flight_x_offset = 17
|
||||
flight_y_offset = 9
|
||||
|
||||
/obj/item/gun/energy/ionrifle/add_seclight_point()
|
||||
AddComponent(/datum/component/seclite_attachable, \
|
||||
light_overlay_icon = 'icons/obj/guns/flashlights.dmi', \
|
||||
light_overlay = "flight", \
|
||||
overlay_x = 17, \
|
||||
overlay_y = 9)
|
||||
|
||||
/obj/item/gun/energy/ionrifle/emp_act(severity)
|
||||
return
|
||||
@@ -22,8 +26,11 @@
|
||||
icon_state = "ioncarbine"
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
slot_flags = ITEM_SLOT_BELT
|
||||
flight_x_offset = 18
|
||||
flight_y_offset = 11
|
||||
|
||||
/obj/item/gun/energy/ionrifle/carbine/add_seclight_point()
|
||||
. = ..()
|
||||
// We use the same overlay as the parent, so we can just let the component inherit the correct offsets here
|
||||
AddComponent(/datum/component/seclite_attachable, overlay_x = 18, overlay_y = 11)
|
||||
|
||||
/obj/item/gun/energy/decloner
|
||||
name = "biological demolecularisor"
|
||||
|
||||
@@ -16,10 +16,12 @@
|
||||
/obj/item/gun/energy/e_gun/advtaser/cyborg
|
||||
name = "cyborg taser"
|
||||
desc = "An integrated hybrid taser that draws directly from a cyborg's power cell. The weapon contains a limiter to prevent the cyborg's power cell from overheating."
|
||||
can_flashlight = FALSE
|
||||
can_charge = FALSE
|
||||
use_cyborg_cell = TRUE
|
||||
|
||||
/obj/item/gun/energy/e_gun/advtaser/cyborg/add_seclight_point()
|
||||
return
|
||||
|
||||
/obj/item/gun/energy/e_gun/advtaser/cyborg/emp_act()
|
||||
return
|
||||
|
||||
@@ -30,11 +32,15 @@
|
||||
inhand_icon_state = null
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/disabler/skyrat) // SKYRAT EDIT: ammo_type = list(/obj/item/ammo_casing/energy/disabler)
|
||||
ammo_x_offset = 2
|
||||
can_flashlight = TRUE
|
||||
flight_x_offset = 15
|
||||
flight_y_offset = 10
|
||||
cell_type = /obj/item/stock_parts/cell/super // SKYRAT EDIT ADDITION
|
||||
|
||||
/obj/item/gun/energy/disabler/add_seclight_point()
|
||||
AddComponent(/datum/component/seclite_attachable, \
|
||||
light_overlay_icon = 'icons/obj/guns/flashlights.dmi', \
|
||||
light_overlay = "flight", \
|
||||
overlay_x = 15, \
|
||||
overlay_y = 10)
|
||||
|
||||
/obj/item/gun/energy/disabler/cyborg
|
||||
name = "cyborg disabler"
|
||||
desc = "An integrated disabler that draws from a cyborg's power cell. This weapon contains a limiter to prevent the cyborg's power cell from overheating."
|
||||
|
||||
@@ -55,13 +55,7 @@
|
||||
|
||||
var/obj/item/firing_pin/pin = /obj/item/firing_pin // standard firing pin for most guns
|
||||
|
||||
var/can_flashlight = FALSE // if a flashlight can be added or removed if it already has one.
|
||||
/// True if a gun dosen't need a pin, mostly used for abstract guns like tentacles and meathooks
|
||||
var/pinless = FALSE
|
||||
var/obj/item/flashlight/seclite/gun_light
|
||||
var/datum/action/item_action/toggle_gunlight/alight
|
||||
var/gunlight_state = "flight"
|
||||
var/gunlight_icon = 'icons/obj/guns/flashlights.dmi'
|
||||
|
||||
var/can_bayonet = FALSE // if a bayonet can be added or removed if it already has one.
|
||||
var/bayonet_state = "bayonet"
|
||||
@@ -72,8 +66,6 @@
|
||||
|
||||
var/ammo_x_offset = 0 // used for positioning ammo count overlay on sprite
|
||||
var/ammo_y_offset = 0
|
||||
var/flight_x_offset = 0
|
||||
var/flight_y_offset = 0
|
||||
|
||||
// Zooming
|
||||
var/pb_knockback = 0
|
||||
@@ -111,8 +103,7 @@
|
||||
if(pin && !pinless)
|
||||
pin = new pin(src)
|
||||
|
||||
if(gun_light)
|
||||
alight = new(src)
|
||||
add_seclight_point()
|
||||
|
||||
if(has_gun_safety)
|
||||
safety = TRUE
|
||||
@@ -140,8 +131,6 @@
|
||||
/obj/item/gun/Destroy()
|
||||
if(isobj(pin)) // Can still be the initial path, then we skip
|
||||
QDEL_NULL(pin)
|
||||
if(gun_light)
|
||||
QDEL_NULL(gun_light)
|
||||
if(bayonet)
|
||||
QDEL_NULL(bayonet)
|
||||
if(chambered) // Not all guns are chambered (EMP'ed energy guns etc)
|
||||
@@ -154,6 +143,12 @@
|
||||
QDEL_NULL(firemode_action)
|
||||
. = ..()
|
||||
|
||||
/// Handles adding [the seclite mount component][/datum/component/seclite_attachable] to the gun.
|
||||
/// If the gun shouldn't have a seclight mount, override this with a return.
|
||||
/// Or, if a child of a gun with a seclite mount has slightly different behavior or icons, extend this.
|
||||
/obj/item/gun/proc/add_seclight_point()
|
||||
return
|
||||
|
||||
/obj/item/gun/handle_atom_del(atom/gun_atom)
|
||||
if(gun_atom == pin)
|
||||
pin = null
|
||||
@@ -162,8 +157,6 @@
|
||||
update_appearance()
|
||||
if(gun_atom == bayonet)
|
||||
clear_bayonet()
|
||||
if(gun_atom == gun_light)
|
||||
clear_gunlight()
|
||||
if(gun_atom == suppressed)
|
||||
clear_suppressor()
|
||||
. = ..()
|
||||
@@ -184,13 +177,6 @@
|
||||
else
|
||||
. += "It doesn't have a <b>firing pin</b> installed, and won't fire."
|
||||
|
||||
if(gun_light)
|
||||
. += "It has \a [gun_light] [can_flashlight ? "" : "permanently "]mounted on it."
|
||||
if(can_flashlight) // if it has a light and this is false, the light is permanent.
|
||||
. += span_info("[gun_light] looks like it can be <b>unscrewed</b> from [src].")
|
||||
else if(can_flashlight)
|
||||
. += "It has a mounting point for a <b>seclite</b>."
|
||||
|
||||
if(bayonet)
|
||||
. += "It has \a [bayonet] [can_bayonet ? "" : "permanently "]affixed to it."
|
||||
if(can_bayonet) // if it has a bayonet and this is false, the bayonet is permanent.
|
||||
@@ -550,19 +536,6 @@
|
||||
/obj/item/gun/attackby(obj/item/attacking_item, mob/living/user, params)
|
||||
if(user.combat_mode)
|
||||
return ..()
|
||||
else if(istype(attacking_item, /obj/item/flashlight/seclite))
|
||||
if(!can_flashlight)
|
||||
return ..()
|
||||
var/obj/item/flashlight/seclite/attaching_seclite = attacking_item
|
||||
if(!gun_light)
|
||||
if(!user.transferItemToLoc(attacking_item, src))
|
||||
return
|
||||
balloon_alert(user, "[attaching_seclite] attached")
|
||||
set_gun_light(attaching_seclite)
|
||||
update_gunlight()
|
||||
alight = new(src)
|
||||
if(loc == user)
|
||||
alight.Grant(user)
|
||||
else if(istype(attacking_item, /obj/item/knife))
|
||||
var/obj/item/knife/attaching_knife = attacking_item
|
||||
if(!can_bayonet || !attaching_knife.bayonet || bayonet) // ensure the gun has an attachment point available, and that the knife is compatible with it.
|
||||
@@ -582,20 +555,8 @@
|
||||
return
|
||||
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
|
||||
return
|
||||
if((can_flashlight && gun_light) && (can_bayonet && bayonet)) // give them a choice instead of removing both
|
||||
var/list/possible_items = list(gun_light, bayonet)
|
||||
var/obj/item/item_to_remove = tgui_input_list(user, "Attachment to remove", "Attachment Removal", sort_names(possible_items))
|
||||
if(isnull(item_to_remove))
|
||||
return
|
||||
if(user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
|
||||
return
|
||||
return remove_gun_attachment(user, tool, item_to_remove)
|
||||
|
||||
else if(gun_light && can_flashlight) // if it has a gun_light and can_flashlight is false, the flashlight is permanently attached.
|
||||
return remove_gun_attachment(user, tool, gun_light, "unscrewed")
|
||||
|
||||
else if(bayonet && can_bayonet) // if it has a bayonet, and the bayonet can be removed
|
||||
return remove_gun_attachment(user, tool, bayonet, "unfix")
|
||||
if(bayonet && can_bayonet) //if it has a bayonet, and the bayonet can be removed
|
||||
return remove_bayonet(user, tool)
|
||||
|
||||
else if(pin && user.is_holding(src))
|
||||
if(!pin.can_remove)
|
||||
@@ -651,19 +612,15 @@
|
||||
QDEL_NULL(pin)
|
||||
return TRUE
|
||||
|
||||
/obj/item/gun/proc/remove_gun_attachment(mob/living/user, obj/item/tool_item, obj/item/item_to_remove, removal_verb)
|
||||
if(tool_item)
|
||||
tool_item.play_tool_sound(src)
|
||||
balloon_alert(user, "[item_to_remove] removed")
|
||||
item_to_remove.forceMove(drop_location())
|
||||
/obj/item/gun/proc/remove_bayonet(mob/living/user, obj/item/tool_item)
|
||||
tool_item?.play_tool_sound(src)
|
||||
to_chat(user, span_notice("You unfix [bayonet] from [src]."))
|
||||
bayonet.forceMove(drop_location())
|
||||
|
||||
if(Adjacent(user) && !issilicon(user))
|
||||
user.put_in_hands(item_to_remove)
|
||||
user.put_in_hands(bayonet)
|
||||
|
||||
if(item_to_remove == bayonet)
|
||||
return clear_bayonet()
|
||||
else if(item_to_remove == gun_light)
|
||||
return clear_gunlight()
|
||||
return clear_bayonet()
|
||||
|
||||
/obj/item/gun/proc/clear_bayonet()
|
||||
if(!bayonet)
|
||||
@@ -672,84 +629,8 @@
|
||||
update_appearance()
|
||||
return TRUE
|
||||
|
||||
/obj/item/gun/proc/clear_gunlight()
|
||||
if(!gun_light)
|
||||
return
|
||||
var/obj/item/flashlight/seclite/removed_light = gun_light
|
||||
set_gun_light(null)
|
||||
update_gunlight()
|
||||
removed_light.update_brightness()
|
||||
QDEL_NULL(alight)
|
||||
return TRUE
|
||||
|
||||
|
||||
/**
|
||||
* Swaps the gun's seclight, dropping the old seclight if it has not been qdel'd.
|
||||
*
|
||||
* Returns the former gun_light that has now been replaced by this proc.
|
||||
* Arguments:
|
||||
* * new_light - The new light to attach to the weapon. Can be null, which will mean the old light is removed with no replacement.
|
||||
*/
|
||||
/obj/item/gun/proc/set_gun_light(obj/item/flashlight/seclite/new_light)
|
||||
// Doesn't look like this should ever happen? We're replacing our old light with our old light?
|
||||
if(gun_light == new_light)
|
||||
CRASH("Tried to set a new gun light when the old gun light was also the new gun light.")
|
||||
|
||||
. = gun_light
|
||||
|
||||
// If there's an old gun light that isn't being QDELETED, detatch and drop it to the floor.
|
||||
if(!QDELETED(gun_light))
|
||||
gun_light.set_light_flags(gun_light.light_flags & ~LIGHT_ATTACHED)
|
||||
if(gun_light.loc == src)
|
||||
gun_light.forceMove(get_turf(src))
|
||||
|
||||
// If there's a new gun light to be added, attach and move it to the gun.
|
||||
if(new_light)
|
||||
new_light.set_light_flags(new_light.light_flags | LIGHT_ATTACHED)
|
||||
if(new_light.loc != src)
|
||||
new_light.forceMove(src)
|
||||
|
||||
gun_light = new_light
|
||||
|
||||
/obj/item/gun/ui_action_click(mob/user, actiontype)
|
||||
if(istype(actiontype, alight))
|
||||
toggle_gunlight()
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/gun/proc/toggle_gunlight()
|
||||
if(!gun_light)
|
||||
return
|
||||
|
||||
var/mob/living/carbon/human/user = usr
|
||||
gun_light.on = !gun_light.on
|
||||
gun_light.update_brightness()
|
||||
balloon_alert(user, "gunlight [gun_light.on ? "on" : "off"]")
|
||||
|
||||
playsound(user, 'sound/weapons/empty.ogg', 100, TRUE)
|
||||
update_gunlight()
|
||||
|
||||
/obj/item/gun/proc/update_gunlight()
|
||||
update_appearance()
|
||||
update_action_buttons()
|
||||
|
||||
/obj/item/gun/pickup(mob/user)
|
||||
. = ..()
|
||||
if(w_class > WEIGHT_CLASS_SMALL && !suppressed)
|
||||
user.visible_message(span_warning("[user] grabs <b>[src]</b>!"),
|
||||
span_warning("You grab [src]!"))
|
||||
|
||||
/obj/item/gun/update_overlays()
|
||||
. = ..()
|
||||
if(gun_light)
|
||||
var/mutable_appearance/flashlight_overlay
|
||||
var/state = "[gunlight_state][gun_light.on? "_on":""]" // Generic state.
|
||||
if(gun_light.icon_state in icon_states(gunlight_icon)) // Snowflake state?
|
||||
state = gun_light.icon_state
|
||||
flashlight_overlay = mutable_appearance(gunlight_icon, state)
|
||||
flashlight_overlay.pixel_x = flight_x_offset
|
||||
flashlight_overlay.pixel_y = flight_y_offset
|
||||
. += flashlight_overlay
|
||||
|
||||
if(bayonet)
|
||||
var/mutable_appearance/knife_overlay
|
||||
|
||||
@@ -58,7 +58,6 @@
|
||||
fire_sound = 'modular_skyrat/modules/ERT_Factions/FTU/sound/r37.ogg'
|
||||
emp_damageable = FALSE
|
||||
can_bayonet = FALSE
|
||||
can_flashlight = TRUE
|
||||
mag_type = /obj/item/ammo_box/magazine/pulse/r37
|
||||
company_flag = null
|
||||
|
||||
@@ -95,7 +94,6 @@
|
||||
fire_sound = 'modular_skyrat/modules/ERT_Factions/FTU/sound/r40.ogg'
|
||||
emp_damageable = FALSE
|
||||
can_bayonet = FALSE
|
||||
can_flashlight = TRUE
|
||||
mag_type = /obj/item/ammo_box/magazine/pulse/r40
|
||||
company_flag = null
|
||||
|
||||
@@ -128,9 +126,11 @@
|
||||
rack_sound_volume = 110
|
||||
spread = 1
|
||||
realistic = TRUE
|
||||
can_flashlight = FALSE
|
||||
emp_damageable = FALSE
|
||||
|
||||
/obj/item/gun/ballistic/automatic/pistol/pdh/pulse/golden_eagle/add_seclight_point()
|
||||
return
|
||||
|
||||
/obj/item/ammo_box/magazine/pulse/mm12/saphe
|
||||
name = "12.7x35mm SAP-HE magnum magazine"
|
||||
icon_state = "50ae"
|
||||
|
||||
@@ -88,7 +88,6 @@
|
||||
icon = 'modular_skyrat/modules/awaymissions_skyrat/icons/hecucloth.dmi'
|
||||
worn_icon = 'modular_skyrat/modules/awaymissions_skyrat/icons/hecumob.dmi'
|
||||
worn_icon_digi = 'modular_skyrat/modules/awaymissions_skyrat/icons/hecumob_muzzled.dmi'
|
||||
can_flashlight = FALSE
|
||||
uses_advanced_reskins = TRUE
|
||||
unique_reskin = list(
|
||||
"Basic" = list(
|
||||
|
||||
@@ -201,12 +201,6 @@
|
||||
flags_inv ^= visor_flags_inv
|
||||
flags_cover ^= visor_flags_cover
|
||||
icon_state = "[initial(icon_state)][up ? "up" : ""]"
|
||||
//Functionally our only change; checks if the attached light is on or off
|
||||
if(attached_light)
|
||||
if(attached_light.on)
|
||||
icon_state += "-flight-on" //"security_helmet-flight-on" // "security_helmetup-flight-on"
|
||||
else
|
||||
icon_state += "-flight" //etc.
|
||||
//End of our only change
|
||||
to_chat(user, span_notice("[up ? alt_toggle_message : toggle_message] \the [src]."))
|
||||
|
||||
@@ -215,12 +209,6 @@
|
||||
var/mob/living/carbon/C = user
|
||||
C.head_update(src, forced = 1)
|
||||
|
||||
/obj/item/clothing/head/helmet/sec/update_icon_state()
|
||||
. = ..()
|
||||
if(attached_light)
|
||||
//This compresses it down nicely. End result is Initial(is the visor toggled)-(is the flashlight on)
|
||||
icon_state = "[initial(icon_state)][up ? "up" : ""][attached_light.on ? "-flight-on" : "-flight"]"
|
||||
|
||||
//Bulletproof Helmet
|
||||
/obj/item/clothing/head/helmet/alt
|
||||
icon = 'modular_skyrat/master_files/icons/obj/clothing/hats.dmi'
|
||||
|
||||
@@ -9,11 +9,9 @@
|
||||
icon = 'modular_skyrat/modules/microfusion/icons/microfusion_gun40x32.dmi'
|
||||
icon_state = "mcr01"
|
||||
bayonet_icon = 'modular_skyrat/modules/microfusion/icons/microfusion_gun40x32.dmi'
|
||||
gunlight_icon = 'modular_skyrat/modules/microfusion/icons/microfusion_gun40x32.dmi'
|
||||
lefthand_file = 'modular_skyrat/modules/microfusion/icons/guns_lefthand.dmi'
|
||||
righthand_file = 'modular_skyrat/modules/microfusion/icons/guns_righthand.dmi'
|
||||
has_gun_safety = TRUE
|
||||
can_flashlight = FALSE
|
||||
can_bayonet = FALSE
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
obj_flags = UNIQUE_RENAME
|
||||
@@ -118,6 +116,9 @@
|
||||
/obj/item/gun/microfusion/add_weapon_description()
|
||||
AddElement(/datum/element/weapon_description, attached_proc = .proc/add_notes_energy)
|
||||
|
||||
/obj/item/gun/microfusion/add_seclight_point()
|
||||
return
|
||||
|
||||
/obj/item/gun/microfusion/Destroy()
|
||||
if(microfusion_lens)
|
||||
QDEL_NULL(microfusion_lens)
|
||||
|
||||
@@ -418,15 +418,16 @@ Allows for flashlights bayonets and adds 1 slot to equipment.
|
||||
|
||||
/obj/item/microfusion_gun_attachment/rail/run_attachment(obj/item/gun/microfusion/microfusion_gun)
|
||||
. = ..()
|
||||
microfusion_gun.can_flashlight = TRUE
|
||||
microfusion_gun.AddComponent(/datum/component/seclite_attachable, \
|
||||
light_overlay_icon = 'modular_skyrat/modules/microfusion/icons/microfusion_gun40x32.dmi', \
|
||||
light_overlay = "flight")
|
||||
microfusion_gun.can_bayonet = TRUE
|
||||
|
||||
/obj/item/microfusion_gun_attachment/rail/remove_attachment(obj/item/gun/microfusion/microfusion_gun)
|
||||
. = ..()
|
||||
microfusion_gun.gun_light = initial(microfusion_gun.can_flashlight)
|
||||
if(microfusion_gun.gun_light)
|
||||
microfusion_gun.gun_light.forceMove(get_turf(microfusion_gun))
|
||||
microfusion_gun.clear_gunlight()
|
||||
var/component_to_delete = microfusion_gun.GetComponent(/datum/component/seclite_attachable)
|
||||
if(component_to_delete)
|
||||
qdel(component_to_delete)
|
||||
microfusion_gun.can_bayonet = initial(microfusion_gun.can_bayonet)
|
||||
if(microfusion_gun.bayonet)
|
||||
microfusion_gun.bayonet.forceMove(get_turf(microfusion_gun))
|
||||
|
||||
@@ -17,14 +17,11 @@
|
||||
cell_type = /obj/item/stock_parts/cell/mini_egun
|
||||
ammo_x_offset = 2
|
||||
charge_sections = 3
|
||||
can_flashlight = FALSE // Can't attach or detach the flashlight, and override it's icon update
|
||||
gunlight_state = "cfa-disabler-light"
|
||||
has_gun_safety = FALSE
|
||||
company_flag = COMPANY_BOLT
|
||||
|
||||
/obj/item/gun/energy/disabler/bolt_disabler/Initialize()
|
||||
set_gun_light(new /obj/item/flashlight/seclite(src))
|
||||
return ..()
|
||||
/obj/item/gun/energy/disabler/bolt_disabler/add_seclight_point()
|
||||
return
|
||||
|
||||
/*
|
||||
* CFA PHALANX
|
||||
|
||||
@@ -15,10 +15,12 @@
|
||||
recoil = 0
|
||||
realistic = TRUE
|
||||
dirt_modifier = 0.1
|
||||
can_flashlight = TRUE
|
||||
emp_damageable = FALSE
|
||||
fire_sound = 'modular_skyrat/modules/sec_haul/sound/dp_fire.ogg'
|
||||
|
||||
/obj/item/gun/ballistic/automatic/pistol/m45a5/add_seclight_point()
|
||||
AddComponent(/datum/component/seclite_attachable, light_overlay_icon = 'icons/obj/guns/flashlights.dmi', light_overlay = "flight")
|
||||
|
||||
/obj/item/ammo_box/magazine/m45a5
|
||||
name = "ACA modular magazine"
|
||||
desc = "A magazine able to chamber .460 Rowland Magnun. Made for the M45A5, as it's the only available sidearm with a smart multi-caliber mechanism."
|
||||
|
||||
@@ -15,15 +15,19 @@
|
||||
fire_delay = 2.5
|
||||
burst_size = 2
|
||||
can_bayonet = TRUE
|
||||
can_flashlight = TRUE
|
||||
knife_x_offset = 26
|
||||
knife_y_offset = 10
|
||||
flight_x_offset = 24
|
||||
flight_y_offset = 10
|
||||
mag_display = TRUE
|
||||
mag_display_ammo = TRUE
|
||||
empty_indicator = TRUE
|
||||
|
||||
/obj/item/gun/ballistic/automatic/cmg/add_seclight_point()
|
||||
AddComponent(/datum/component/seclite_attachable, \
|
||||
light_overlay_icon = 'icons/obj/guns/flashlights.dmi', \
|
||||
light_overlay = "flight", \
|
||||
overlay_x = 24, \
|
||||
overlay_y = 10)
|
||||
|
||||
/obj/item/ammo_box/magazine/multi_sprite/cmg
|
||||
name = ".45 PDW magazine"
|
||||
icon = 'modular_skyrat/modules/sec_haul/icons/guns/mags.dmi'
|
||||
|
||||
@@ -30,12 +30,14 @@
|
||||
rack_sound = 'sound/weapons/gun/pistol/rack.ogg'
|
||||
lock_back_sound = 'sound/weapons/gun/pistol/slide_lock.ogg'
|
||||
bolt_drop_sound = 'sound/weapons/gun/pistol/slide_drop.ogg'
|
||||
can_flashlight = TRUE
|
||||
dirt_modifier = 0.5
|
||||
emp_damageable = TRUE
|
||||
fire_delay = 1.90
|
||||
company_flag = COMPANY_CANTALAN
|
||||
|
||||
/obj/item/gun/ballistic/automatic/pistol/g17/add_seclight_point()
|
||||
return
|
||||
|
||||
/obj/item/ammo_box/magazine/multi_sprite/g17
|
||||
name = "\improper GK-17 magazine"
|
||||
desc = "A magazine for the GK-17 handgun, chambered for 9mm Peacekeeper ammo."
|
||||
@@ -75,10 +77,12 @@
|
||||
spread = 8
|
||||
mag_display = FALSE
|
||||
mag_display_ammo = FALSE
|
||||
can_flashlight = TRUE
|
||||
company_flag = COMPANY_CANTALAN
|
||||
dirt_modifier = 0.7
|
||||
|
||||
/obj/item/gun/ballistic/automatic/pistol/g18/add_seclight_point()
|
||||
AddComponent(/datum/component/seclite_attachable, light_overlay_icon = 'icons/obj/guns/flashlights.dmi', light_overlay = "flight")
|
||||
|
||||
/obj/item/ammo_box/magazine/multi_sprite/g18
|
||||
name = "\improper GK-18 magazine"
|
||||
desc = "A magazine for the GK-18 machine pistol, chambered for 9mm Peacekeeper."
|
||||
@@ -114,11 +118,14 @@
|
||||
lock_back_sound = 'sound/weapons/gun/pistol/slide_lock.ogg'
|
||||
bolt_drop_sound = 'sound/weapons/gun/pistol/slide_drop.ogg'
|
||||
realistic = TRUE
|
||||
can_flashlight = TRUE
|
||||
dirt_modifier = 0.2
|
||||
emp_damageable = FALSE
|
||||
fire_delay = 0.9
|
||||
company_flag = null
|
||||
|
||||
/obj/item/gun/ballistic/automatic/pistol/g17/mesa/add_seclight_point()
|
||||
AddComponent(/datum/component/seclite_attachable, light_overlay_icon = 'icons/obj/guns/flashlights.dmi', light_overlay = "flight")
|
||||
|
||||
/*
|
||||
* PDH 40x32
|
||||
*/
|
||||
@@ -140,10 +147,12 @@
|
||||
bolt_drop_sound = 'sound/weapons/gun/pistol/slide_drop.ogg'
|
||||
realistic = TRUE
|
||||
dirt_modifier = 0.3
|
||||
can_flashlight = TRUE
|
||||
emp_damageable = TRUE
|
||||
company_flag = COMPANY_ARMADYNE
|
||||
|
||||
/obj/item/gun/ballistic/automatic/pistol/pdh/add_seclight_point()
|
||||
AddComponent(/datum/component/seclite_attachable, light_overlay_icon = 'icons/obj/guns/flashlights.dmi', light_overlay = "flight")
|
||||
|
||||
/obj/item/gun/ballistic/automatic/pistol/pdh/alt
|
||||
name = "\improper PDH-6C 'SOCOM'"
|
||||
desc = "A prestigious 12mm sidearm normally seen in the hands of SolFed special operation units due to its reliable and time-tested design. Now's one of those times that pays to be the strong, silent type."
|
||||
@@ -157,7 +166,6 @@
|
||||
spread = 1
|
||||
realistic = TRUE
|
||||
dirt_modifier = 0.1
|
||||
can_flashlight = TRUE
|
||||
emp_damageable = FALSE
|
||||
|
||||
/obj/item/ammo_box/magazine/multi_sprite/pdh
|
||||
@@ -192,7 +200,6 @@
|
||||
spread = 5
|
||||
realistic = TRUE
|
||||
dirt_modifier = 0.1
|
||||
can_flashlight = TRUE
|
||||
company_flag = COMPANY_ARMADYNE
|
||||
|
||||
/obj/item/ammo_box/magazine/multi_sprite/pdh_corpo
|
||||
@@ -219,7 +226,6 @@
|
||||
fire_sound = 'modular_skyrat/modules/sec_haul/sound/pistol_fire.ogg'
|
||||
realistic = TRUE
|
||||
dirt_modifier = 0.6
|
||||
can_flashlight = TRUE
|
||||
company_flag = COMPANY_ARMADYNE
|
||||
|
||||
/obj/item/ammo_box/magazine/multi_sprite/pdh_peacekeeper
|
||||
@@ -264,12 +270,14 @@
|
||||
lock_back_sound = 'sound/weapons/gun/pistol/slide_lock.ogg'
|
||||
bolt_drop_sound = 'sound/weapons/gun/pistol/slide_drop.ogg'
|
||||
realistic = TRUE
|
||||
can_flashlight = TRUE
|
||||
dirt_modifier = 0.6
|
||||
emp_damageable = TRUE
|
||||
fire_delay = 4.20
|
||||
company_flag = COMPANY_ARMADYNE
|
||||
|
||||
/obj/item/gun/ballistic/automatic/pistol/ladon/add_seclight_point()
|
||||
AddComponent(/datum/component/seclite_attachable, light_overlay_icon = 'icons/obj/guns/flashlights.dmi', light_overlay = "flight")
|
||||
|
||||
/obj/item/ammo_box/magazine/multi_sprite/ladon
|
||||
name = "\improper Ladon magazine"
|
||||
desc = "A magazine for the Ladon pistol, chambered for 10mm Auto."
|
||||
@@ -393,10 +401,13 @@
|
||||
mag_type = /obj/item/ammo_box/magazine/multi_sprite/firefly
|
||||
can_suppress = FALSE
|
||||
realistic = TRUE
|
||||
can_flashlight = TRUE
|
||||
emp_damageable = TRUE
|
||||
company_flag = COMPANY_ARMADYNE
|
||||
|
||||
/obj/item/gun/ballistic/automatic/pistol/firefly/add_seclight_point()
|
||||
AddComponent(/datum/component/seclite_attachable, light_overlay_icon = 'icons/obj/guns/flashlights.dmi', light_overlay = "flight")
|
||||
|
||||
|
||||
/obj/item/ammo_box/magazine/multi_sprite/firefly
|
||||
name = "\improper P-92 magazine"
|
||||
desc = "A twelve-round magazine for the P-92 pistol, chambered in 9mm Peacekeeper."
|
||||
@@ -752,7 +763,6 @@
|
||||
fire_sound = 'modular_skyrat/modules/sec_haul/sound/ltrifle_fire.ogg'
|
||||
emp_damageable = FALSE
|
||||
can_bayonet = TRUE
|
||||
can_flashlight = TRUE
|
||||
dirt_modifier = 0.1
|
||||
company_flag = COMPANY_OLDARMS
|
||||
|
||||
@@ -845,7 +855,6 @@
|
||||
can_suppress = FALSE
|
||||
can_bayonet = TRUE
|
||||
mag_display = TRUE
|
||||
can_flashlight = TRUE
|
||||
mag_display_ammo = TRUE
|
||||
actions_types = null
|
||||
realistic = TRUE
|
||||
@@ -860,6 +869,9 @@
|
||||
. = ..()
|
||||
AddComponent(/datum/component/scope, range_modifier = 1.75)
|
||||
|
||||
/obj/item/gun/ballistic/automatic/norwind/add_seclight_point()
|
||||
AddComponent(/datum/component/seclite_attachable, light_overlay_icon = 'icons/obj/guns/flashlights.dmi', light_overlay = "flight")
|
||||
|
||||
/obj/item/ammo_box/magazine/multi_sprite/norwind
|
||||
name = "\improper Norwind magazine"
|
||||
desc = "An eight-round magazine for the Norwind DMR, chambered for 12mm."
|
||||
@@ -964,9 +976,11 @@
|
||||
realistic = TRUE
|
||||
fire_sound = 'modular_skyrat/modules/sec_haul/sound/smg_fire.ogg'
|
||||
emp_damageable = TRUE
|
||||
can_flashlight = TRUE
|
||||
company_flag = COMPANY_BOLT
|
||||
|
||||
/obj/item/gun/ballistic/automatic/pcr/add_seclight_point()
|
||||
AddComponent(/datum/component/seclite_attachable, light_overlay_icon = 'icons/obj/guns/flashlights.dmi', light_overlay = "flight")
|
||||
|
||||
/obj/item/ammo_box/magazine/multi_sprite/pcr
|
||||
name = "\improper PCR-9 magazine"
|
||||
desc = "A thirty-two round magazine for the PCR-9 submachine gun, chambered for 9mm Peacekeeper."
|
||||
@@ -1012,9 +1026,11 @@
|
||||
fire_sound = 'modular_skyrat/modules/sec_haul/sound/sfrifle_fire.ogg'
|
||||
emp_damageable = TRUE
|
||||
can_bayonet = TRUE
|
||||
can_flashlight = TRUE
|
||||
company_flag = COMPANY_BOLT
|
||||
|
||||
/obj/item/gun/ballistic/automatic/pitbull/add_seclight_point()
|
||||
AddComponent(/datum/component/seclite_attachable, light_overlay_icon = 'icons/obj/guns/flashlights.dmi', light_overlay = "flight")
|
||||
|
||||
/obj/item/ammo_box/magazine/multi_sprite/pitbull
|
||||
name = "\improper Pitbull magazine"
|
||||
desc = "A twenty-four round magazine for the Pitbull PDW, chambered in 10mm Auto."
|
||||
|
||||
@@ -11,12 +11,14 @@
|
||||
lock_back_sound = 'sound/weapons/gun/pistol/slide_lock.ogg'
|
||||
bolt_drop_sound = 'sound/weapons/gun/pistol/slide_drop.ogg'
|
||||
realistic = TRUE
|
||||
can_flashlight = TRUE
|
||||
dirt_modifier = 2
|
||||
emp_damageable = TRUE
|
||||
fire_sound_volume = 50
|
||||
company_flag = COMPANY_BOLT
|
||||
|
||||
/obj/item/gun/ballistic/automatic/pistol/pepperball/add_seclight_point()
|
||||
AddComponent(/datum/component/seclite_attachable, light_overlay_icon = 'icons/obj/guns/flashlights.dmi', light_overlay = "flight")
|
||||
|
||||
/obj/item/ammo_box/magazine/pepperball
|
||||
name = "pistol magazine (pepperball)"
|
||||
desc = "A gun magazine filled with balls."
|
||||
|
||||
@@ -860,6 +860,7 @@
|
||||
#include "code\datums\components\rot.dm"
|
||||
#include "code\datums\components\rotation.dm"
|
||||
#include "code\datums\components\scope.dm"
|
||||
#include "code\datums\components\seclight_attachable.dm"
|
||||
#include "code\datums\components\shell.dm"
|
||||
#include "code\datums\components\shielded.dm"
|
||||
#include "code\datums\components\shrink.dm"
|
||||
@@ -2702,6 +2703,7 @@
|
||||
#include "code\modules\clothing\head\helmet.dm"
|
||||
#include "code\modules\clothing\head\jobs.dm"
|
||||
#include "code\modules\clothing\head\justice.dm"
|
||||
#include "code\modules\clothing\head\mind_monkey_helmet.dm"
|
||||
#include "code\modules\clothing\head\moth.dm"
|
||||
#include "code\modules\clothing\head\papersack.dm"
|
||||
#include "code\modules\clothing\head\pirate.dm"
|
||||
|
||||
Reference in New Issue
Block a user