#define SAWN_INTACT 0 #define SAWN_OFF 1 #define SAWN_SAWING -1 /obj/item/weapon/gun name = "gun" desc = "It's a gun. It's pretty terrible, though." icon = 'icons/obj/guns/projectile.dmi' icon_state = "detective" item_state = "gun" flags = CONDUCT slot_flags = SLOT_BELT materials = list(MAT_METAL=2000) w_class = 3 throwforce = 5 throw_speed = 3 throw_range = 5 force = 5 origin_tech = "combat=1" needs_permit = 1 attack_verb = list("struck", "hit", "bashed") var/fire_sound = "gunshot" var/suppressed = 0 //whether or not a message is displayed when fired var/can_suppress = 0 var/can_unsuppress = 1 var/recoil = 0 //boom boom shake the room var/clumsy_check = 1 var/obj/item/ammo_casing/chambered = null var/trigger_guard = TRIGGER_GUARD_NORMAL //trigger guard on the weapon, hulks can't fire them with their big meaty fingers var/sawn_desc = null //description change if weapon is sawn-off var/sawn_state = SAWN_INTACT var/burst_size = 1 //how large a burst is var/fire_delay = 0 //rate of fire for burst firing and semi auto var/semicd = 0 //cooldown handler var/heavy_weapon = 0 var/unique_rename = 0 //allows renaming with a pen var/unique_reskin = 0 //allows one-time reskinning var/reskinned = 0 //whether or not the gun has been reskinned var/current_skin = null var/list/options = list() lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi' righthand_file = 'icons/mob/inhands/guns_righthand.dmi' var/obj/item/device/firing_pin/pin = /obj/item/device/firing_pin //standard firing pin for most guns var/obj/item/device/flashlight/F = null var/can_flashlight = 0 var/list/upgrades = list() 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/zoomable = FALSE //whether the gun generates a Zoom action on creation var/zoomed = FALSE //Zoom toggle var/zoom_amt = 3 //Distance in TURFs to move the user's screen forward (the "zoom" effect) var/datum/action/toggle_scope_zoom/azoom /obj/item/weapon/gun/New() ..() if(pin) pin = new pin(src) build_zooming() /obj/item/weapon/gun/CheckParts() var/obj/item/weapon/gun/G = locate(/obj/item/weapon/gun) in contents if(G) G.loc = loc qdel(G.pin) G.pin = null visible_message("[G] can now fit a new pin, but old one was destroyed in the process.") qdel(src) /obj/item/weapon/gun/examine(mob/user) ..() if(pin) user << "It has [pin] installed." else user << "It doesn't have a firing pin installed, and won't fire." /obj/item/weapon/gun/proc/process_chamber() return 0 //check if there's enough ammo/energy/whatever to shoot one time //i.e if clicking would make it shoot /obj/item/weapon/gun/proc/can_shoot() return 1 /obj/item/weapon/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj) user << "*click*" playsound(user, 'sound/weapons/empty.ogg', 100, 1) return /obj/item/weapon/gun/proc/shoot_live_shot(mob/living/user as mob|obj, pointblank = 0, mob/pbtarget = null, message = 1) if(recoil) shake_camera(user, recoil + 1, recoil) if(suppressed) playsound(user, fire_sound, 10, 1) else playsound(user, fire_sound, 50, 1) if(!message) return if(pointblank) user.visible_message("[user] fires [src] point blank at [pbtarget]!", "You fire [src] point blank at [pbtarget]!", "You hear a [istype(src, /obj/item/weapon/gun/energy) ? "laser blast" : "gunshot"]!") else user.visible_message("[user] fires [src]!", "You fire [src]!", "You hear a [istype(src, /obj/item/weapon/gun/energy) ? "laser blast" : "gunshot"]!") if(heavy_weapon) if(user.get_inactive_hand()) if(prob(15)) if(user.drop_item()) user.visible_message("[src] flies out of [user]'s hands!", "[src] kicks out of your grip!") /obj/item/weapon/gun/emp_act(severity) for(var/obj/O in contents) O.emp_act(severity) /obj/item/weapon/gun/afterattack(atom/target, mob/living/user, flag, params) if(flag) //It's adjacent, is the user, or is on the user's person if(target in user.contents) //can't shoot stuff inside us. return if(!ismob(target) || user.a_intent == "harm") //melee attack return if(target == user && user.zone_selected != "mouth") //so we can't shoot ourselves (unless mouth selected) return if(istype(user))//Check if the user can use the gun, if the user isn't alive(turrets) assume it can. var/mob/living/L = user if(!can_trigger_gun(L)) return if(!can_shoot()) //Just because you can pull the trigger doesn't mean it can't shoot. shoot_with_empty_chamber(user) return if(flag) if(user.zone_selected == "mouth") handle_suicide(user, target, params) return //Exclude lasertag guns from the CLUMSY check. if(clumsy_check) if(istype(user)) if (user.disabilities & CLUMSY && prob(40)) user << "You shoot yourself in the foot with \the [src]!" var/shot_leg = pick("l_leg", "r_leg") process_fire(user,user,0,params, zone_override = shot_leg) user.drop_item() return process_fire(target,user,1,params) /obj/item/weapon/gun/proc/can_trigger_gun(var/mob/living/user) if(!handle_pins(user) || !user.can_use_guns(src)) return 0 return 1 /obj/item/weapon/gun/proc/handle_pins(mob/living/user) if(pin) if(pin.pin_auth(user) || pin.emagged) return 1 else pin.auth_fail(user) return 0 else user << "\The [src]'s trigger is locked. This weapon doesn't have a firing pin installed!" return 0 obj/item/weapon/gun/proc/newshot() return /obj/item/weapon/gun/proc/process_fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, message = 1, params, zone_override) add_fingerprint(user) if(semicd) return if(heavy_weapon) if(user.get_inactive_hand()) recoil = 4 //one-handed kick else recoil = initial(recoil) if(burst_size > 1) for(var/i = 1 to burst_size) if(!user) break if(!issilicon(user)) if( i>1 && !(src in get_both_hands(user))) //for burst firing break if(chambered) if(!chambered.fire(target, user, params, , suppressed, zone_override)) shoot_with_empty_chamber(user) break else if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot shoot_live_shot(user, 1, target, message) else shoot_live_shot(user, 0, target, message) else shoot_with_empty_chamber(user) break process_chamber() update_icon() sleep(fire_delay) else if(chambered) if(!chambered.fire(target, user, params, , suppressed, zone_override)) shoot_with_empty_chamber(user) return else if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot shoot_live_shot(user, 1, target, message) else shoot_live_shot(user, 0, target, message) else shoot_with_empty_chamber(user) return process_chamber() update_icon() semicd = 1 spawn(fire_delay) semicd = 0 if(user) if(user.hand) user.update_inv_l_hand() else user.update_inv_r_hand() feedback_add_details("gun_fired","[src.type]") /obj/item/weapon/gun/attack(mob/M as mob, mob/user) if(user.a_intent == "harm") //Flogging ..() else return /obj/item/weapon/gun/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/device/flashlight/seclite)) var/obj/item/device/flashlight/seclite/S = I if(can_flashlight) if(!F) if(!user.unEquip(I)) return user << "You click [S] into place on [src]." if(S.on) SetLuminosity(0) F = S I.loc = src update_icon() update_gunlight(user) verbs += /obj/item/weapon/gun/proc/toggle_gunlight var/datum/action/A = new /datum/action/item_action/toggle_gunlight(src) if(loc == user) A.Grant(user) if(istype(I, /obj/item/weapon/screwdriver)) if(F) for(var/obj/item/device/flashlight/seclite/S in src) user << "You unscrew the seclite from [src]." F = null S.loc = get_turf(user) update_gunlight(user) S.update_brightness(user) update_icon() verbs -= /obj/item/weapon/gun/proc/toggle_gunlight for(var/datum/action/item_action/toggle_gunlight/TGL in actions) qdel(TGL) if(unique_rename) if(istype(I, /obj/item/weapon/pen)) rename_gun(user) ..() /obj/item/weapon/gun/proc/toggle_gunlight() set name = "Toggle Gunlight" set category = "Object" set desc = "Click to toggle your weapon's attached flashlight." if(!F) return var/mob/living/carbon/human/user = usr if(!isturf(user.loc)) user << "You cannot turn the light on while in this [user.loc]!" F.on = !F.on user << "You toggle the gunlight [F.on ? "on":"off"]." playsound(user, 'sound/weapons/empty.ogg', 100, 1) update_gunlight(user) return /obj/item/weapon/gun/proc/update_gunlight(mob/user = null) if(F) if(F.on) if(loc == user) user.AddLuminosity(F.brightness_on) else if(isturf(loc)) SetLuminosity(F.brightness_on) else if(loc == user) user.AddLuminosity(-F.brightness_on) else if(isturf(loc)) SetLuminosity(0) update_icon() else if(loc == user) user.AddLuminosity(-5) else if(isturf(loc)) SetLuminosity(0) for(var/X in actions) var/datum/action/A = X A.UpdateButtonIcon() /obj/item/weapon/gun/pickup(mob/user) ..() if(F) if(F.on) user.AddLuminosity(F.brightness_on) SetLuminosity(0) if(azoom) azoom.Grant(user) /obj/item/weapon/gun/dropped(mob/user) ..() if(F) if(F.on) user.AddLuminosity(-F.brightness_on) SetLuminosity(F.brightness_on) zoom(user,FALSE) if(azoom) azoom.Remove(user) /obj/item/weapon/gun/AltClick(mob/user) ..() if(user.incapacitated()) user << "You can't do that right now!" return if(unique_reskin && !reskinned && loc == user) reskin_gun(user) /obj/item/weapon/gun/proc/reskin_gun(mob/M) var/choice = input(M,"Warning, you can only reskin your weapon once!","Reskin Gun") in options if(src && choice && !M.stat && in_range(M,src) && !M.restrained() && M.canmove) if(options[choice] == null) return if(sawn_state == SAWN_OFF) icon_state = options[choice] + "-sawn" else icon_state = options[choice] current_skin = icon_state M << "Your gun is now skinned as [choice]. Say hello to your new friend." reskinned = 1 return /obj/item/weapon/gun/proc/rename_gun(mob/M) var/input = stripped_input(M,"What do you want to name the gun?", ,"", MAX_NAME_LEN) if(src && input && !M.stat && in_range(M,src) && !M.restrained() && M.canmove) name = input M << "You name the gun [input]. Say hello to your new friend." return /obj/item/weapon/gun/proc/handle_suicide(mob/living/carbon/human/user, mob/living/carbon/human/target, params) if(!ishuman(user) || !ishuman(target)) return if(semicd) return if(user == target) target.visible_message("[user] sticks [src] in their mouth, ready to pull the trigger...", \ "You stick [src] in your mouth, ready to pull the trigger...") else target.visible_message("[user] points [src] at [target]'s head, ready to pull the trigger...", \ "[user] points [src] at your head, ready to pull the trigger...") semicd = 1 if(!do_mob(user, target, 120) || user.zone_selected != "mouth") if(user) if(user == target) user.visible_message("[user] decided life was worth living.") else if(target && target.Adjacent(user)) target.visible_message("[user] has decided to spare [target]'s life.", "[user] has decided to spare your life!") semicd = 0 return semicd = 0 target.visible_message("[user] pulls the trigger!", "[user] pulls the trigger!") if(chambered && chambered.BB) chambered.BB.damage *= 5 process_fire(target, user, 1, params) /obj/item/weapon/gun/proc/unlock() //used in summon guns and as a convience for admins if(pin) qdel(pin) pin = new /obj/item/device/firing_pin ///////////// // ZOOMING // ///////////// /datum/action/toggle_scope_zoom name = "Toggle Scope" check_flags = AB_CHECK_CONSCIOUS|AB_CHECK_RESTRAINED|AB_CHECK_STUNNED|AB_CHECK_LYING button_icon_state = "sniper_zoom" var/obj/item/weapon/gun/gun = null /datum/action/toggle_scope_zoom/Trigger() gun.zoom(owner) /datum/action/toggle_scope_zoom/IsAvailable() . = ..() if(!. && gun) gun.zoom(owner, FALSE) /datum/action/toggle_scope_zoom/Remove(mob/living/L) gun.zoom(L, FALSE) ..() /obj/item/weapon/gun/proc/zoom(mob/living/user, forced_zoom) if(!user || !user.client) return switch(forced_zoom) if(FALSE) zoomed = FALSE if(TRUE) zoomed = TRUE else zoomed = !zoomed if(zoomed) var/_x = 0 var/_y = 0 switch(user.dir) if(NORTH) _y = zoom_amt if(EAST) _x = zoom_amt if(SOUTH) _y = -zoom_amt if(WEST) _x = -zoom_amt user.client.pixel_x = world.icon_size*_x user.client.pixel_y = world.icon_size*_y else user.client.pixel_x = 0 user.client.pixel_y = 0 //Proc, so that gun accessories/scopes/etc. can easily add zooming. /obj/item/weapon/gun/proc/build_zooming() if(azoom) return if(zoomable) azoom = new() azoom.gun = src