/obj/item/weapon/gun name = "gun" desc = "It's a gun. It's pretty terrible, though." icon = 'icons/obj/gun.dmi' icon_state = "detective" item_state = "gun" flags = FPRINT | TABLEPASS | CONDUCT slot_flags = SLOT_BELT m_amt = 2000 w_class = 3.0 throwforce = 5 throw_speed = 4 throw_range = 5 force = 5.0 origin_tech = "combat=1" attack_verb = list("struck", "hit", "bashed") var/fire_sound = "gunshot" var/obj/item/projectile/in_chamber = null var/silenced = 0 var/recoil = 0 var/clumsy_check = 1 proc/process_chambered() return 0 proc/special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver. return 1 proc/prepare_shot(var/obj/item/projectile/proj) //Transfer properties from the gun to the bullet proj.shot_from = src proj.silenced = silenced return proc/shoot_with_empty_chamber(mob/living/user as mob|obj) user << "*click*" return emp_act(severity) for(var/obj/O in contents) O.emp_act(severity) afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params)//TODO: go over this if(flag) //It's adjacent, is the user, or is on the user's person return //Exclude lasertag guns from the CLUMSY check. if(clumsy_check) if(istype(user, /mob/living)) var/mob/living/M = user if ((CLUMSY in M.mutations) && prob(40)) M << "You shoot yourself in the foot with \the [src]!" afterattack(user, user) M.drop_item() return if (!user.IsAdvancedToolUser()) user << "You don't have the dexterity to do this!" return if(istype(user, /mob/living)) var/mob/living/M = user if (HULK in M.mutations) M << "Your meaty finger is much too large for the trigger guard!" return if(ishuman(user)) var/mob/living/carbon/human/H = user if(H.dna && H.dna.mutantrace == "adamantine") user << "Your metal fingers don't fit in the trigger guard!" return add_fingerprint(user) var/turf/curloc = user.loc var/turf/targloc = get_turf(target) if (!istype(targloc) || !istype(curloc)) return if(!special_check(user)) return if(!process_chambered()) shoot_with_empty_chamber(user) if(!in_chamber) return in_chamber.firer = user in_chamber.def_zone = user.zone_sel.selecting if(recoil) spawn() shake_camera(user, recoil + 1, recoil) if(silenced) playsound(user, fire_sound, 10, 1) else playsound(user, fire_sound, 50, 1) user.visible_message("[user] fires [src]!", "You fire [src]!", "You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!") prepare_shot(in_chamber) //Set the projectile's properties if(targloc == curloc) //Fire the projectile user.bullet_act(in_chamber) del(in_chamber) update_icon() return in_chamber.original = target in_chamber.loc = get_turf(user) in_chamber.starting = get_turf(user) in_chamber.current = curloc in_chamber.yo = targloc.y - curloc.y in_chamber.xo = targloc.x - curloc.x user.next_move = world.time + 4 if(params) var/list/mouse_control = params2list(params) if(mouse_control["icon-x"]) in_chamber.p_x = text2num(mouse_control["icon-x"]) if(mouse_control["icon-y"]) in_chamber.p_y = text2num(mouse_control["icon-y"]) spawn() if(in_chamber) in_chamber.process() sleep(1) in_chamber = null update_icon() if(user.hand) user.update_inv_l_hand(0) else user.update_inv_r_hand(0)