///Subtype for any kind of ballistic gun ///This has a shitload of vars on it, and I'm sorry for that, but it does make making new subtypes really easy /obj/item/gun/ballistic desc = "Now comes in flavors like GUN. Uses 10mm ammo, for some reason." name = "projectile gun" icon_state = "debug" w_class = WEIGHT_CLASS_NORMAL pickup_sound = 'sound/items/handling/gun/gun_pick_up.ogg' drop_sound = 'sound/items/handling/gun/gun_drop.ogg' sound_vary = TRUE ///sound when inserting magazine var/load_sound = 'sound/items/weapons/gun/general/magazine_insert_full.ogg' ///sound when inserting an empty magazine var/load_empty_sound = 'sound/items/weapons/gun/general/magazine_insert_empty.ogg' ///volume of loading sound var/load_sound_volume = 40 ///whether loading sound should vary var/load_sound_vary = TRUE ///sound of racking var/rack_sound = 'sound/items/weapons/gun/general/bolt_rack.ogg' ///volume of racking var/rack_sound_volume = 60 ///whether racking sound should vary var/rack_sound_vary = TRUE ///sound of when the bolt is locked back manually var/lock_back_sound = 'sound/items/weapons/gun/general/slide_lock_1.ogg' ///volume of lock back var/lock_back_sound_volume = 60 ///whether lock back varies var/lock_back_sound_vary = TRUE ///Sound of ejecting a magazine var/eject_sound = 'sound/items/weapons/gun/general/magazine_remove_full.ogg' ///sound of ejecting an empty magazine var/eject_empty_sound = 'sound/items/weapons/gun/general/magazine_remove_empty.ogg' ///volume of ejecting a magazine var/eject_sound_volume = 40 ///whether eject sound should vary var/eject_sound_vary = TRUE ///sound of dropping the bolt or releasing a slide var/bolt_drop_sound = 'sound/items/weapons/gun/general/bolt_drop.ogg' ///volume of bolt drop/slide release var/bolt_drop_sound_volume = 60 ///empty alarm sound (if enabled) var/empty_alarm_sound = 'sound/items/weapons/gun/general/empty_alarm.ogg' ///empty alarm volume sound var/empty_alarm_volume = 70 ///whether empty alarm sound varies var/empty_alarm_vary = TRUE ///Whether our gun clicks when it approaches an empty magazine/chamber var/click_on_low_ammo = TRUE /// What type (includes subtypes) of magazine will this gun accept being put into it var/obj/item/ammo_box/magazine/accepted_magazine_type = /obj/item/ammo_box/magazine/m10mm /// Whether the gun will spawn loaded with a magazine var/spawnwithmagazine = TRUE /// Change this if the gun should spawn with a different magazine type to what accepted_magazine_type defines. Will create errors if not a type or subtype of accepted magazine. var/obj/item/ammo_box/magazine/spawn_magazine_type ///Whether the sprite has a visible magazine or not var/mag_display = TRUE ///Whether the sprite has a visible ammo display or not var/mag_display_ammo = FALSE ///Whether the sprite has a visible indicator for being empty or not. var/empty_indicator = FALSE ///Whether the gun alarms when empty or not. var/empty_alarm = FALSE ///Whether the gun supports multiple special mag types var/special_mags = FALSE /** * The bolt type controls how the gun functions, and what iconstates you'll need to represent those functions. * BOLT_TYPE_STANDARD - The Slide doesn't lock back. Clicking on it will only cycle the bolt. Only 1 sprite. * BOLT_TYPE_OPEN - Same as standard, but it fires directly from the magazine - No need to rack. Doesn't hold the bullet when you drop the mag. * BOLT_TYPE_LOCKING - This is most handguns and bolt action rifles. The bolt will lock back when it's empty. You need yourgun_bolt and yourgun_bolt_locked icon states. * BOLT_TYPE_NO_BOLT - This is shotguns and revolvers. clicking will dump out all the bullets in the gun, spent or not. * see combat.dm defines for bolt types: BOLT_TYPE_STANDARD; BOLT_TYPE_LOCKING; BOLT_TYPE_OPEN; BOLT_TYPE_NO_BOLT **/ var/bolt_type = BOLT_TYPE_STANDARD ///Used for locking bolt and open bolt guns. Set a bit differently for the two but prevents firing when true for both. var/bolt_locked = FALSE var/show_bolt_icon = TRUE ///Hides the bolt icon. ///Whether the gun has to be racked each shot or not. var/semi_auto = TRUE ///Actual magazine currently contained within the gun var/obj/item/ammo_box/magazine/magazine ///whether the gun ejects the chambered casing var/casing_ejector = TRUE ///Whether the gun has an internal magazine or a detatchable one. Overridden by BOLT_TYPE_NO_BOLT. var/internal_magazine = FALSE ///Phrasing of the bolt in examine and notification messages; ex: bolt, slide, etc. var/bolt_wording = "bolt" ///Phrasing of the magazine in examine and notification messages; ex: magazine, box, etx var/magazine_wording = "magazine" ///Phrasing of the cartridge in examine and notification messages; ex: bullet, shell, dart, etc. var/cartridge_wording = "bullet" ///length between individual racks var/rack_delay = 5 ///time of the most recent rack, used for cooldown purposes var/recent_rack = 0 ///Whether the gun can be tacloaded by slapping a fresh magazine directly on it var/tac_reloads = TRUE //Snowflake mechanic no more. ///Whether we need to hold the gun in our off-hand to load it. FALSE means we can load it literally anywhere. Important for weapons like bows. var/must_hold_to_load = FALSE ///Whether the gun can be sawn off by sawing tools var/can_be_sawn_off = FALSE var/suppressor_x_offset ///pixel offset for the suppressor overlay on the x axis. var/suppressor_y_offset ///pixel offset for the suppressor overlay on the y axis. /// Check if you are able to see if a weapon has a bullet loaded in or not. var/hidden_chambered = FALSE // Gun internal magazine modification and misfiring ///Can we modify our ammo type in this gun's internal magazine? var/can_modify_ammo = FALSE ///our initial ammo type. Should match initial caliber, but a bit of redundency doesn't hurt. var/initial_caliber ///our alternative ammo type. var/alternative_caliber ///our initial fire sound. same reasons for initial caliber var/initial_fire_sound ///our alternative fire sound, in case we want our gun to be louder or quieter or whatever var/alternative_fire_sound ///If only our alternative ammuntion misfires and not our main ammunition, we set this to TRUE var/alternative_ammo_misfires = FALSE /// Misfire Variables /// /// Whether our ammo misfires now or when it's set by the wrench_act. TRUE means it misfires. var/can_misfire = FALSE ///How likely is our gun to misfire? var/misfire_probability = 0 ///How much does shooting the gun increment the misfire probability? var/misfire_percentage_increment = 0 ///What is the cap on our misfire probability? Do not set this to 100. var/misfire_probability_cap = 25 /// Fire Selector Variables /// /// Tracks the firemode of burst weapons. TRUE means it is in burst mode. var/burst_fire_selection = FALSE /// If it has an icon for a selector switch indicating current firemode. var/selector_switch_icon = FALSE /obj/item/gun/ballistic/Initialize(mapload) . = ..() if(!spawn_magazine_type) spawn_magazine_type = accepted_magazine_type if (!spawnwithmagazine) bolt_locked = TRUE update_appearance() return if (!magazine) magazine = new spawn_magazine_type(src) if(!istype(magazine, accepted_magazine_type)) CRASH("[src] spawned with a magazine type that isn't allowed by its accepted_magazine_type!") if(bolt_type == BOLT_TYPE_STANDARD || internal_magazine) //Internal magazines shouldn't get magazine + 1. chamber_round() else chamber_round(replace_new_round = TRUE) update_appearance() RegisterSignal(src, COMSIG_ITEM_RECHARGED, PROC_REF(instant_reload)) /obj/item/gun/ballistic/Destroy() QDEL_NULL(magazine) return ..() /obj/item/gun/ballistic/add_weapon_description() AddElement(/datum/element/weapon_description, attached_proc = PROC_REF(add_notes_ballistic)) /obj/item/gun/ballistic/fire_sounds() var/max_ammo = magazine?.max_ammo || initial(spawn_magazine_type.max_ammo) var/current_ammo = get_ammo() var/frequency_to_use = sin((90 / max_ammo) * current_ammo) var/click_frequency_to_use = 1 - frequency_to_use * 0.75 var/play_click = round(sqrt(max_ammo * 2)) > current_ammo if(suppressed) playsound(src, suppressed_sound, suppressed_volume, vary_fire_sound, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0) if(play_click && click_on_low_ammo) playsound(src, 'sound/items/weapons/gun/general/ballistic_click.ogg', suppressed_volume, vary_fire_sound, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0, frequency = click_frequency_to_use) else playsound(src, fire_sound, fire_sound_volume, vary_fire_sound) if(play_click && click_on_low_ammo) playsound(src, 'sound/items/weapons/gun/general/ballistic_click.ogg', fire_sound_volume, vary_fire_sound, frequency = click_frequency_to_use) /** * * Outputs type-specific weapon stats for ballistic weaponry based on its magazine and its caliber. * It contains extra breaks for the sake of presentation * **/ /obj/item/gun/ballistic/proc/add_notes_ballistic() if(magazine) // Make sure you have a magazine, to get the notes from return "\n[magazine.add_notes_box()]" else if(chambered) // if you don't have a magazine, is there something chambered? return "\n[chambered.add_notes_ammo()]" else // we have a very expensive mechanical paperweight. return "\nThe lack of magazine and usable cartridge in chamber makes its usefulness questionable, at best." /obj/item/gun/ballistic/vv_edit_var(vname, vval) . = ..() if(vname in list(NAMEOF(src, suppressor_x_offset), NAMEOF(src, suppressor_y_offset), NAMEOF(src, internal_magazine), NAMEOF(src, magazine), NAMEOF(src, chambered), NAMEOF(src, empty_indicator), NAMEOF(src, sawn_off), NAMEOF(src, bolt_locked), NAMEOF(src, bolt_type))) update_appearance() /obj/item/gun/ballistic/update_icon_state() if(current_skin) icon_state = "[unique_reskin[current_skin]][sawn_off ? "_sawn" : ""]" else icon_state = "[base_icon_state || initial(icon_state)][sawn_off ? "_sawn" : ""]" return ..() /obj/item/gun/ballistic/update_overlays() . = ..() if(selector_switch_icon) switch(burst_fire_selection) if(FALSE) . += "[initial(icon_state)]_semi" if(TRUE) . += "[initial(icon_state)]_burst" if(show_bolt_icon) if (bolt_type == BOLT_TYPE_LOCKING) . += "[icon_state]_bolt[bolt_locked ? "_locked" : ""]" if (bolt_type == BOLT_TYPE_OPEN && bolt_locked) . += "[icon_state]_bolt" if(suppressed && can_unsuppress) // if it can't be unsuppressed, we assume the suppressor is integrated into the gun itself and don't generate an overlay var/mutable_appearance/MA = mutable_appearance(icon, "[icon_state]_suppressor") if(suppressor_x_offset) MA.pixel_x = suppressor_x_offset if(suppressor_y_offset) MA.pixel_y = suppressor_y_offset . += MA if(!chambered && empty_indicator) //this is duplicated in c20's update_overlayss due to a layering issue with the select fire icon. . += "[icon_state]_empty" if(gun_flags & TOY_FIREARM_OVERLAY) . += "[icon_state]_toy" if(!magazine || internal_magazine || !mag_display) return if(special_mags) . += "[icon_state]_mag_[initial(magazine.icon_state)]" if(mag_display_ammo && !magazine.ammo_count()) . += "[icon_state]_mag_empty" return . += "[icon_state]_mag" if(!mag_display_ammo) return var/capacity_number switch(get_ammo() / magazine.max_ammo) if(1 to INFINITY) //cause we can have one in the chamber. capacity_number = 100 if(0.8 to 1) capacity_number = 80 if(0.6 to 0.8) capacity_number = 60 if(0.4 to 0.6) capacity_number = 40 if(0.2 to 0.4) capacity_number = 20 if(capacity_number) . += "[icon_state]_mag_[capacity_number]" /obj/item/gun/ballistic/ui_action_click(mob/user, actiontype) if(istype(actiontype, /datum/action/item_action/toggle_firemode)) burst_select() else ..() /obj/item/gun/ballistic/proc/burst_select() var/mob/living/carbon/human/user = usr burst_fire_selection = !burst_fire_selection if(!burst_fire_selection) burst_size = 1 fire_delay = 0 balloon_alert(user, "switched to semi-automatic") else burst_size = initial(burst_size) fire_delay = initial(fire_delay) balloon_alert(user, "switched to [burst_size]-round burst") playsound(user, 'sound/items/weapons/empty.ogg', 100, TRUE) update_appearance() update_item_action_buttons() /obj/item/gun/ballistic/handle_chamber(empty_chamber = TRUE, from_firing = TRUE, chamber_next_round = TRUE) if(!semi_auto && from_firing) return var/obj/item/ammo_casing/casing = chambered //Find chambered round if(istype(casing)) //there's a chambered round if(QDELING(casing)) stack_trace("Trying to move a qdeleted casing of type [casing.type]!") chambered = null else if(casing_ejector || !from_firing) casing.forceMove(drop_location()) //Eject casing onto ground. if(!QDELETED(casing)) casing.bounce_away(TRUE) SEND_SIGNAL(casing, COMSIG_CASING_EJECTED) else if(empty_chamber) clear_chambered() if (chamber_next_round && (magazine?.max_ammo > 1)) chamber_round() ///Used to chamber a new round and eject the old one /obj/item/gun/ballistic/proc/chamber_round(spin_cylinder, replace_new_round) if (chambered || !magazine) return if (magazine.ammo_count()) chambered = magazine.get_round((bolt_type == BOLT_TYPE_OPEN && !bolt_locked) || bolt_type == BOLT_TYPE_NO_BOLT) if (bolt_type != BOLT_TYPE_OPEN && !(internal_magazine && bolt_type == BOLT_TYPE_NO_BOLT)) chambered.forceMove(src) else RegisterSignal(chambered, COMSIG_MOVABLE_MOVED, PROC_REF(clear_chambered)) if(replace_new_round) magazine.give_round(new chambered.type) /obj/item/gun/ballistic/proc/clear_chambered(datum/source) SIGNAL_HANDLER UnregisterSignal(chambered, COMSIG_MOVABLE_MOVED) chambered = null ///updates a bunch of racking related stuff and also handles the sound effects and the like /obj/item/gun/ballistic/proc/rack(mob/user = null) if (bolt_type == BOLT_TYPE_NO_BOLT) //If there's no bolt, nothing to rack return if (bolt_type == BOLT_TYPE_OPEN) if(!bolt_locked) //If it's an open bolt, racking again would do nothing if (user) balloon_alert(user, "[bolt_wording] already cocked!") return bolt_locked = FALSE if (user) balloon_alert(user, "[bolt_wording] racked") process_chamber(!chambered, FALSE) if (bolt_type == BOLT_TYPE_LOCKING && !chambered) bolt_locked = TRUE playsound(src, lock_back_sound, lock_back_sound_volume, lock_back_sound_vary) else playsound(src, rack_sound, rack_sound_volume, rack_sound_vary) update_appearance() ///Drops the bolt from a locked position /obj/item/gun/ballistic/proc/drop_bolt(mob/user = null) playsound(src, bolt_drop_sound, bolt_drop_sound_volume, FALSE) if (user) balloon_alert(user, "[bolt_wording] dropped") chamber_round() bolt_locked = FALSE update_appearance() ///Handles all the logic needed for magazine insertion /obj/item/gun/ballistic/proc/insert_magazine(mob/user, obj/item/ammo_box/magazine/AM, display_message = TRUE) if(!istype(AM, accepted_magazine_type)) balloon_alert(user, "[AM.name] doesn't fit!") return FALSE if(user.transferItemToLoc(AM, src)) magazine = AM if (display_message) balloon_alert(user, "[magazine_wording] loaded") if (magazine.ammo_count()) playsound(src, load_sound, load_sound_volume, load_sound_vary) else playsound(src, load_empty_sound, load_sound_volume, load_sound_vary) if (bolt_type == BOLT_TYPE_OPEN && !bolt_locked) chamber_round() update_appearance() return TRUE else to_chat(user, span_warning("You cannot seem to get [src] out of your hands!")) return FALSE ///Handles all the logic of magazine ejection, if tac_load is set that magazine will be tacloaded in the place of the old eject /obj/item/gun/ballistic/proc/eject_magazine(mob/user, display_message = TRUE, obj/item/ammo_box/magazine/tac_load = null) if(bolt_type == BOLT_TYPE_OPEN) chambered = null if (magazine.ammo_count()) playsound(src, eject_sound, eject_sound_volume, eject_sound_vary) else playsound(src, eject_empty_sound, eject_sound_volume, eject_sound_vary) magazine.forceMove(drop_location()) var/obj/item/ammo_box/magazine/old_mag = magazine if (tac_load) if (insert_magazine(user, tac_load, FALSE)) balloon_alert(user, "[magazine_wording] swapped") else to_chat(user, span_warning("You dropped the old [magazine_wording], but the new one doesn't fit. How embarassing.")) magazine = null else magazine = null user.put_in_hands(old_mag) old_mag.update_appearance() if (display_message) balloon_alert(user, "[magazine_wording] unloaded") update_appearance() /obj/item/gun/ballistic/can_shoot() return chambered?.loaded_projectile /obj/item/gun/ballistic/attackby(obj/item/A, mob/user, params) . = ..() if (.) return if (!internal_magazine && istype(A, /obj/item/ammo_box/magazine)) // SKYRAT EDIT ADDITION START - this return is intentional; we do not want to run TG's version of this case handling if(handle_magazine(user, A)) return // SKYRAT EDIT ADDITION END var/obj/item/ammo_box/magazine/AM = A if (!magazine) insert_magazine(user, AM) else if (tac_reloads) eject_magazine(user, FALSE, AM) else balloon_alert(user, "already loaded!") return if (isammocasing(A) || istype(A, /obj/item/ammo_box)) if (must_hold_to_load && !check_if_held(user)) return if (bolt_type == BOLT_TYPE_NO_BOLT || internal_magazine) if (chambered && !chambered.loaded_projectile) chambered.forceMove(drop_location()) if(chambered != magazine?.stored_ammo[1]) magazine.stored_ammo -= chambered chambered = null var/num_loaded = magazine?.attackby(A, user, params, TRUE) if (num_loaded) handle_box_reload(user, A, num_loaded) // SKYRAT EDIT CHANGE - ORIGINAL: balloon_alert(user, "[num_loaded] [cartridge_wording]\s loaded") playsound(src, load_sound, load_sound_volume, load_sound_vary) if (chambered == null && bolt_type == BOLT_TYPE_NO_BOLT) chamber_round() SEND_SIGNAL(src, COMSIG_UPDATE_AMMO_HUD) // SKYRAT EDIT ADDITION - this is normally done by handle_magazine which does not get called so we have to do it manually here A.update_appearance() update_appearance() return if(istype(A, /obj/item/suppressor)) var/obj/item/suppressor/S = A if(!can_suppress) balloon_alert(user, "[S.name] doesn't fit!") return if(!user.is_holding(src)) balloon_alert(user, "not in hand!") return if(suppressed) balloon_alert(user, "already has a supressor!") return if(user.transferItemToLoc(A, src)) balloon_alert(user, "[S.name] attached") install_suppressor(A) return if (can_be_sawn_off) if (sawoff(user, A)) return if(misfire_probability && istype(A, /obj/item/stack/sheet/cloth)) if(guncleaning(user, A)) return return FALSE /obj/item/gun/ballistic/proc/check_if_held(mob/user) if(src != user.get_inactive_held_item()) return FALSE return TRUE /obj/item/gun/ballistic/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0) var/could_it_misfire = (can_misfire && chambered.can_misfire != FALSE) || chambered.can_misfire if(target != user && chambered.loaded_projectile && could_it_misfire && prob(misfire_probability) && blow_up(user)) to_chat(user, span_userdanger("[src] misfires!")) return if (sawn_off) bonus_spread += SAWN_OFF_ACC_PENALTY return ..() /obj/item/gun/ballistic/shoot_live_shot(mob/living/user, pointblank = 0, atom/pbtarget = null, message = 1) if(isnull(chambered)) return ..() if(can_misfire && chambered.can_misfire != FALSE) misfire_probability += misfire_percentage_increment misfire_probability = clamp(misfire_probability, 0, misfire_probability_cap) if(chambered.can_misfire) misfire_probability += chambered.misfire_increment misfire_probability = clamp(misfire_probability, 0, misfire_probability_cap) return ..() ///Installs a new suppressor, assumes that the suppressor is already in the contents of src /obj/item/gun/ballistic/proc/install_suppressor(obj/item/suppressor/S) suppressed = S update_weight_class(w_class + S.w_class) //so pistols do not fit in pockets when suppressed update_appearance() /obj/item/gun/ballistic/clear_suppressor() if(!can_unsuppress) return if(isitem(suppressed)) var/obj/item/I = suppressed update_weight_class(w_class - I.w_class) return ..() /obj/item/gun/ballistic/click_alt(mob/user) if(!suppressed || !can_unsuppress) return CLICK_ACTION_BLOCKING var/obj/item/suppressor/S = suppressed if(!user.is_holding(src)) return CLICK_ACTION_BLOCKING balloon_alert(user, "[S.name] removed") user.put_in_hands(S) clear_suppressor() return CLICK_ACTION_SUCCESS ///Prefire empty checks for the bolt drop /obj/item/gun/ballistic/proc/prefire_empty_checks() if (!chambered && !get_ammo()) if (bolt_type == BOLT_TYPE_OPEN && !bolt_locked) bolt_locked = TRUE playsound(src, bolt_drop_sound, bolt_drop_sound_volume) update_appearance() ///postfire empty checks for bolt locking and sound alarms /obj/item/gun/ballistic/proc/postfire_empty_checks(last_shot_succeeded) if (!chambered && !get_ammo()) if (empty_alarm && last_shot_succeeded) playsound(src, empty_alarm_sound, empty_alarm_volume, empty_alarm_vary) update_appearance() if (last_shot_succeeded && bolt_type == BOLT_TYPE_LOCKING && semi_auto) bolt_locked = TRUE update_appearance() /obj/item/gun/ballistic/fire_gun(atom/target, mob/living/user, flag, params) prefire_empty_checks() . = ..() //The gun actually firing postfire_empty_checks(.) //ATTACK HAND IGNORING PARENT RETURN VALUE /obj/item/gun/ballistic/attack_hand(mob/user, list/modifiers) if(!internal_magazine && loc == user && user.is_holding(src) && magazine) eject_magazine(user) return return ..() /obj/item/gun/ballistic/attack_self(mob/living/user) if(!internal_magazine && magazine) if(!magazine.ammo_count()) eject_magazine(user) return if(bolt_type == BOLT_TYPE_NO_BOLT) var/num_unloaded = 0 for(var/obj/item/ammo_casing/CB as anything in get_ammo_list(FALSE)) CB.forceMove(drop_location()) CB.bounce_away(FALSE, NONE) num_unloaded++ var/turf/T = get_turf(drop_location()) if(T && is_station_level(T.z)) SSblackbox.record_feedback("tally", "station_mess_created", 1, CB.name) if (num_unloaded) balloon_alert(user, "[num_unloaded] [cartridge_wording]\s unloaded") SEND_SIGNAL(src, COMSIG_UPDATE_AMMO_HUD) // SKYRAT EDIT ADDITION - this is normally handled by eject_magazine() but internal magazines are a special case playsound(user, eject_sound, eject_sound_volume, eject_sound_vary) update_appearance() else balloon_alert(user, "it's empty!") return if(bolt_type == BOLT_TYPE_LOCKING && bolt_locked) drop_bolt(user) return if (recent_rack > world.time) return recent_rack = world.time + rack_delay rack(user) return /obj/item/gun/ballistic/examine(mob/user) . = ..() var/count_chambered = !(bolt_type == BOLT_TYPE_NO_BOLT || bolt_type == BOLT_TYPE_OPEN) . += "It has [get_ammo(count_chambered)] round\s remaining." if (!chambered && !hidden_chambered) . += "It does not seem to have a round chambered." if (bolt_locked) . += "The [bolt_wording] is locked back and needs to be released before firing or de-fouling." if (suppressed) . += "It has a suppressor [can_unsuppress ? "attached that can be removed with alt+click." : "that is integral or can't otherwise be removed."]" if(can_misfire) . += span_danger("You get the feeling this might explode if you fire it...") if(misfire_probability > 0) . += span_danger("Given the state of the gun, there is a [misfire_probability]% chance it'll misfire.") else if(misfire_probability > 0) . += span_warning("You get a feeling this might explode if you fire it with the wrong ammunitions...") . += span_warning("Given the state of the gun, there is a [EXAMINE_HINT("[misfire_probability]%")] chance it'll misfire.") ///Gets the number of bullets in the gun /obj/item/gun/ballistic/proc/get_ammo(countchambered = TRUE) var/bullets = 0 //No silly variable names on my watch. if (chambered && countchambered) bullets++ if (magazine) bullets += magazine.ammo_count() return bullets ///gets a list of every bullet in the gun /obj/item/gun/ballistic/proc/get_ammo_list(countchambered = TRUE) var/list/rounds = list() if(chambered && countchambered) rounds.Add(chambered) if(magazine) rounds.Add(magazine.ammo_list()) return rounds #define BRAINS_BLOWN_THROW_RANGE 3 #define BRAINS_BLOWN_THROW_SPEED 1 /obj/item/gun/ballistic/suicide_act(mob/living/user) var/obj/item/organ/internal/brain/B = user.get_organ_slot(ORGAN_SLOT_BRAIN) if (B && chambered && chambered.loaded_projectile && can_trigger_gun(user) && chambered.loaded_projectile.damage > 0) user.visible_message(span_suicide("[user] is putting the barrel of [src] in [user.p_their()] mouth. It looks like [user.p_theyre()] trying to commit suicide!")) sleep(2.5 SECONDS) if(user.is_holding(src)) var/turf/T = get_turf(user) process_fire(user, user, FALSE, null, BODY_ZONE_HEAD) user.visible_message(span_suicide("[user] blows [user.p_their()] brain[user.p_s()] out with [src]!")) var/turf/target = get_ranged_target_turf(user, REVERSE_DIR(user.dir), BRAINS_BLOWN_THROW_RANGE) B.Remove(user) B.forceMove(T) var/datum/callback/gibspawner = CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(spawn_atom_to_turf), /obj/effect/gibspawner/generic, B, 1, FALSE, user) B.throw_at(target, BRAINS_BLOWN_THROW_RANGE, BRAINS_BLOWN_THROW_SPEED, callback=gibspawner) return BRUTELOSS else user.visible_message(span_suicide("[user] panics and starts choking to death!")) return OXYLOSS else user.visible_message(span_suicide("[user] is pretending to blow [user.p_their()] brain[user.p_s()] out with [src]! It looks like [user.p_theyre()] trying to commit suicide!")) playsound(src, dry_fire_sound, 30, TRUE) return OXYLOSS #undef BRAINS_BLOWN_THROW_SPEED #undef BRAINS_BLOWN_THROW_RANGE GLOBAL_LIST_INIT(gun_saw_types, typecacheof(list( /obj/item/gun/energy/plasmacutter, /obj/item/melee/energy, /obj/item/dualsaber ))) ///Handles all the logic of sawing off guns, /obj/item/gun/ballistic/proc/sawoff(mob/user, obj/item/saw, handle_modifications = TRUE) if(!saw.get_sharpness() || (!is_type_in_typecache(saw, GLOB.gun_saw_types) && saw.tool_behaviour != TOOL_SAW)) //needs to be sharp. Otherwise turned off eswords can cut this. return if(sawn_off) balloon_alert(user, "it's already shortened!") return if (SEND_SIGNAL(src, COMSIG_GUN_BEING_SAWNOFF, user) & COMPONENT_CANCEL_SAWING_OFF) return user.changeNext_move(CLICK_CD_MELEE) user.visible_message(span_notice("[user] begins to shorten [src]."), span_notice("You begin to shorten [src]...")) //if there's any live ammo inside the gun, makes it go off if(blow_up(user)) user.visible_message(span_danger("[src] goes off!"), span_danger("[src] goes off in your face!")) return if(!do_after(user, 3 SECONDS, target = src)) return if(sawn_off) return user.visible_message(span_notice("[user] shortens [src]!"), span_notice("You shorten [src].")) sawn_off = TRUE SEND_SIGNAL(src, COMSIG_GUN_SAWN_OFF) if(!handle_modifications) return TRUE name = "sawn-off [src.name]" desc = sawn_desc update_weight_class(WEIGHT_CLASS_NORMAL) //The file might not have a "gun" icon, let's prepare for this lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi' inhand_x_dimension = 32 inhand_y_dimension = 32 inhand_icon_state = "gun" worn_icon_state = "gun" slot_flags &= ~ITEM_SLOT_BACK //you can't sling it on your back slot_flags |= ITEM_SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally) recoil = SAWN_OFF_RECOIL update_appearance() return TRUE /obj/item/gun/ballistic/proc/guncleaning(mob/user, obj/item/A) if(misfire_probability == initial(misfire_probability)) balloon_alert(user, "it's already clean!") return user.changeNext_move(CLICK_CD_MELEE) balloon_alert(user, "cleaning...") if(do_after(user, 10 SECONDS, target = src)) misfire_probability = initial(misfire_probability) balloon_alert(user, "fouling cleaned out") return TRUE /obj/item/gun/ballistic/wrench_act(mob/living/user, obj/item/I) if(!can_modify_ammo) return if(!user.is_holding(src)) balloon_alert(user, "hold to modify!") return TRUE if(get_ammo()) balloon_alert(user, "can't modify while loaded!") return if(!bolt_locked && bolt_type == BOLT_TYPE_LOCKING) balloon_alert(user, "the bolt is in the way!") return balloon_alert(user, "tinkering...") I.play_tool_sound(src) if(!I.use_tool(src, user, 3 SECONDS)) return TRUE if(magazine.caliber == initial_caliber) magazine.caliber = alternative_caliber if(alternative_ammo_misfires) can_misfire = TRUE fire_sound = alternative_fire_sound to_chat(user, span_notice("You modify [src]. Now it will fire [alternative_caliber] rounds.")) else magazine.caliber = initial_caliber if(alternative_ammo_misfires) can_misfire = FALSE fire_sound = initial_fire_sound to_chat(user, span_notice("You reset [src]. Now it will fire [initial_caliber] rounds.")) ///used for sawing guns, causes the gun to fire without the input of the user /obj/item/gun/ballistic/proc/blow_up(mob/user) return chambered && process_fire(user, user, FALSE) /obj/item/gun/ballistic/proc/instant_reload() SIGNAL_HANDLER if(magazine) magazine.top_off() else if(!spawn_magazine_type) return magazine = new spawn_magazine_type(src) chamber_round() update_appearance() /obj/item/gun/ballistic/toss_gun_hard(mob/living/carbon/thrower, mob/living/target) . = ..() if(!.) return switch(bolt_type) if(BOLT_TYPE_NO_BOLT) //emptying the revolver cylinder attack_self() return if(BOLT_TYPE_OPEN) //emptying the chamber of an automatic weapon, because rack() doesn't do this to it handle_chamber(chamber_next_round = FALSE) if(!internal_magazine && magazine) //if a magazine is attached to the weapon, we remove it and throw it aside magazine.forceMove(drop_location()) magazine.throw_at(get_edge_target_turf(src, pick(GLOB.alldirs)), 1, 1) magazine = null update_icon() //updating the sprite of weapons without a magazine if(!isnull(chambered)) //if there is a cartridge in the chamber, we remove it rack() /obj/item/suppressor name = "suppressor" desc = "A syndicate small-arms suppressor for maximum espionage." icon = 'icons/obj/weapons/guns/ballistic.dmi' icon_state = "suppressor" w_class = WEIGHT_CLASS_TINY