Files
Bubberstation/code/modules/projectiles/gun.dm
LemonInTheDark fbe040a4e3 Redoes how stormtrooper aim works, makes it more consistently random (#58289)
* Redoes how stormtrooper aim works.
The old method was simply varying the spread angle, but that lead to you hitting the target too often, so
blinding was added in a manner that lead to pain at high td.

Then we switched over to using range(2, target), which works about as well as the old spread angle method, and
also had you shooting at yourself/the pipes in the floor.

Both of these methods have the same goal, prevent you from hitting your target outside of hyper close range. So
instead of picking a random close target or changing just the max spread angle, why don't we set a lowest value
you can roll for spread? That way we have some control over the randomness, and we can make the trait work as it
should.

As a part of this, I've changed a few rand()s to rand(0, 1). They were rolling floats between 0 and 1, so they
could in theory roll a 0.5, get 0.5 subtracted from them, and end up producing an angle change of 0. This also
lead to silly behavior with guns not deviating nearly as much as I wanted them to. I'm honestly not sure if this
was intentional or not, but it's dumb when combined with ALREADY ROLLING RANDOM NUMBERS FOR SPREAD
AHHHHHHHHHHHHH

Oh and I haven't readded a blur, since I'm not confident in my artistic ability. If you'd like I can give it a
go, or just use filters or something IDK
2021-04-14 23:02:57 -07:00

725 lines
26 KiB
Plaintext

#define DUALWIELD_PENALTY_EXTRA_MULTIPLIER 1.4
#define FIRING_PIN_REMOVAL_DELAY 50
/obj/item/gun
name = "gun"
desc = "It's a gun. It's pretty terrible, though."
icon = 'icons/obj/guns/ballistic.dmi'
icon_state = "detective"
inhand_icon_state = "gun"
worn_icon_state = "gun"
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
custom_materials = list(/datum/material/iron=2000)
w_class = WEIGHT_CLASS_NORMAL
throwforce = 5
throw_speed = 3
throw_range = 5
force = 5
item_flags = NEEDS_PERMIT
attack_verb_continuous = list("strikes", "hits", "bashes")
attack_verb_simple = list("strike", "hit", "bash")
var/gun_flags = NONE
var/fire_sound = 'sound/weapons/gun/pistol/shot.ogg'
var/vary_fire_sound = TRUE
var/fire_sound_volume = 50
var/dry_fire_sound = 'sound/weapons/gun/general/dry_fire.ogg'
var/suppressed = null //whether or not a message is displayed when fired
var/can_suppress = FALSE
var/suppressed_sound = 'sound/weapons/gun/general/heavy_shot_suppressed.ogg'
var/suppressed_volume = 60
var/can_unsuppress = TRUE
var/recoil = 0 //boom boom shake the room
var/clumsy_check = TRUE
var/obj/item/ammo_casing/chambered = null
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_off = FALSE
var/burst_size = 1 //how large a burst is
var/fire_delay = 0 //rate of fire for burst firing and semi auto
var/firing_burst = 0 //Prevent the weapon from firing again while already firing
var/semicd = 0 //cooldown handler
var/weapon_weight = WEAPON_LIGHT
var/dual_wield_spread = 24 //additional spread when dual wielding
/// Just 'slightly' snowflakey way to modify projectile damage for projectiles fired from this gun.
var/projectile_damage_multiplier = 1
var/spread = 0 //Spread induced by the gun itself.
var/randomspread = 1 //Set to 0 for shotguns. This is used for weapons that don't fire all their bullets at once.
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
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.
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/kitchen/knife/bayonet
var/knife_x_offset = 0
var/knife_y_offset = 0
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/zoom_out_amt = 0
var/datum/action/toggle_scope_zoom/azoom
var/pb_knockback = 0
/obj/item/gun/Initialize()
. = ..()
if(pin)
pin = new pin(src)
if(gun_light)
alight = new(src)
build_zooming()
/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)
QDEL_NULL(chambered)
if(azoom)
QDEL_NULL(azoom)
if(suppressed)
QDEL_NULL(suppressed)
return ..()
/obj/item/gun/handle_atom_del(atom/A)
if(A == pin)
pin = null
if(A == chambered)
chambered = null
update_appearance()
if(A == bayonet)
clear_bayonet()
if(A == gun_light)
clear_gunlight()
if(A == suppressed)
clear_suppressor()
return ..()
///Clears var and updates icon. In the case of ballistic weapons, also updates the gun's weight.
/obj/item/gun/proc/clear_suppressor()
if(!can_unsuppress)
return
suppressed = null
update_appearance()
/obj/item/gun/examine(mob/user)
. = ..()
if(pin)
. += "It has \a [pin] installed."
. += "<span class='info'>[pin] looks like it could be removed with some <b>tools</b>.</span>"
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 class='info'>[gun_light] looks like it can be <b>unscrewed</b> from [src].</span>"
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.
. += "<span class='info'>[bayonet] looks like it can be <b>unscrewed</b> from [src].</span>"
if(can_bayonet)
. += "It has a <b>bayonet</b> lug on it."
/obj/item/gun/equipped(mob/living/user, slot)
. = ..()
if(zoomed && user.get_active_held_item() != src)
zoom(user, user.dir, FALSE) //we can only stay zoomed in if it's in our hands //yeah and we only unzoom if we're actually zoomed using the gun!!
//called after the gun has successfully fired its chambered ammo.
/obj/item/gun/proc/process_chamber()
return FALSE
//check if there's enough ammo/energy/whatever to shoot one time
//i.e if clicking would make it shoot
/obj/item/gun/proc/can_shoot()
return TRUE
/obj/item/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj)
to_chat(user, "<span class='danger'>*click*</span>")
playsound(src, dry_fire_sound, 30, TRUE)
/obj/item/gun/proc/shoot_live_shot(mob/living/user, pointblank = 0, atom/pbtarget = null, message = 1)
if(recoil)
shake_camera(user, recoil + 1, recoil)
if(suppressed)
playsound(user, suppressed_sound, suppressed_volume, vary_fire_sound, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0)
else
playsound(user, fire_sound, fire_sound_volume, vary_fire_sound)
if(message)
if(pointblank)
user.visible_message("<span class='danger'>[user] fires [src] point blank at [pbtarget]!</span>", \
"<span class='danger'>You fire [src] point blank at [pbtarget]!</span>", \
"<span class='hear'>You hear a gunshot!</span>", COMBAT_MESSAGE_RANGE, pbtarget)
to_chat(pbtarget, "<span class='userdanger'>[user] fires [src] point blank at you!</span>")
if(pb_knockback > 0 && ismob(pbtarget))
var/mob/PBT = pbtarget
var/atom/throw_target = get_edge_target_turf(PBT, user.dir)
PBT.throw_at(throw_target, pb_knockback, 2)
else
user.visible_message("<span class='danger'>[user] fires [src]!</span>", \
"<span class='danger'>You fire [src]!</span>", \
"<span class='hear'>You hear a gunshot!</span>", COMBAT_MESSAGE_RANGE)
/obj/item/gun/emp_act(severity)
. = ..()
if(!(. & EMP_PROTECT_CONTENTS))
for(var/obj/O in contents)
O.emp_act(severity)
/obj/item/gun/attack_secondary(mob/living/victim, mob/living/user, params)
if (user.GetComponent(/datum/component/gunpoint))
to_chat(user, "<span class='warning'>You are already holding someone up!</span>")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if (user == victim)
to_chat(user,"<span class='warning'>You can't hold yourself up!</span>")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
user.AddComponent(/datum/component/gunpoint, victim, src)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/gun/afterattack(atom/target, mob/living/user, flag, params)
. = ..()
if(QDELETED(target))
return
if(firing_burst)
return
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.combat_mode) //melee attack
return
if(target == user && user.zone_selected != BODY_ZONE_PRECISE_MOUTH) //so we can't shoot ourselves (unless mouth selected)
return
if(iscarbon(target))
var/mob/living/carbon/C = target
for(var/i in C.all_wounds)
var/datum/wound/W = i
if(W.try_treating(src, user))
return // another coward cured!
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(flag)
if(user.zone_selected == BODY_ZONE_PRECISE_MOUTH)
handle_suicide(user, target, params)
return
if(!can_shoot()) //Just because you can pull the trigger doesn't mean it can shoot.
shoot_with_empty_chamber(user)
return
if(check_botched(user))
return
var/obj/item/bodypart/other_hand = user.has_hand_for_held_index(user.get_inactive_hand_index()) //returns non-disabled inactive hands
if(weapon_weight == WEAPON_HEAVY && (user.get_inactive_held_item() || !other_hand))
to_chat(user, "<span class='warning'>You need two hands to fire [src]!</span>")
return
//DUAL (or more!) WIELDING
var/bonus_spread = 0
var/loop_counter = 0
if(ishuman(user) && user.combat_mode)
var/mob/living/carbon/human/H = user
for(var/obj/item/gun/G in H.held_items)
if(G == src || G.weapon_weight >= WEAPON_MEDIUM)
continue
else if(G.can_trigger_gun(user))
bonus_spread += dual_wield_spread
loop_counter++
addtimer(CALLBACK(G, /obj/item/gun.proc/process_fire, target, user, TRUE, params, null, bonus_spread), loop_counter)
return process_fire(target, user, TRUE, params, null, bonus_spread)
/obj/item/gun/proc/check_botched(mob/living/user, params)
if(clumsy_check)
if(istype(user))
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(40))
to_chat(user, "<span class='userdanger'>You shoot yourself in the foot with [src]!</span>")
var/shot_leg = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
process_fire(user, user, FALSE, params, shot_leg)
SEND_SIGNAL(user, COMSIG_MOB_CLUMSY_SHOOT_FOOT)
user.dropItemToGround(src, TRUE)
return TRUE
/obj/item/gun/can_trigger_gun(mob/living/user)
. = ..()
if(!handle_pins(user))
return FALSE
/obj/item/gun/proc/handle_pins(mob/living/user)
if(pin)
if(pin.pin_auth(user) || (pin.obj_flags & EMAGGED))
return TRUE
else
pin.auth_fail(user)
return FALSE
else
to_chat(user, "<span class='warning'>[src]'s trigger is locked. This weapon doesn't have a firing pin installed!</span>")
return FALSE
/obj/item/gun/proc/recharge_newshot()
return
/obj/item/gun/proc/process_burst(mob/living/user, atom/target, message = TRUE, params=null, zone_override = "", sprd = 0, randomized_gun_spread = 0, randomized_bonus_spread = 0, rand_spr = 0, iteration = 0)
if(!user || !firing_burst)
firing_burst = FALSE
return FALSE
if(!issilicon(user))
if(iteration > 1 && !(user.is_holding(src))) //for burst firing
firing_burst = FALSE
return FALSE
if(chambered?.loaded_projectile)
if(HAS_TRAIT(user, TRAIT_PACIFISM)) // If the user has the pacifist trait, then they won't be able to fire [src] if the round chambered inside of [src] is lethal.
if(chambered.harmful) // Is the bullet chambered harmful?
to_chat(user, "<span class='warning'>[src] is lethally chambered! You don't want to risk harming anyone...</span>")
return
if(randomspread)
sprd = round((rand(0, 1) - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread))
else //Smart spread
sprd = round((((rand_spr/burst_size) * iteration) - (0.5 + (rand_spr * 0.25))) * (randomized_gun_spread + randomized_bonus_spread))
before_firing(target,user)
if(!chambered.fire_casing(target, user, params, ,suppressed, zone_override, sprd, src))
shoot_with_empty_chamber(user)
firing_burst = FALSE
return FALSE
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)
if (iteration >= burst_size)
firing_burst = FALSE
else
shoot_with_empty_chamber(user)
firing_burst = FALSE
return FALSE
process_chamber()
update_appearance()
return TRUE
/obj/item/gun/proc/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
if(user)
SEND_SIGNAL(user, COMSIG_MOB_FIRED_GUN, src, target, params, zone_override)
SEND_SIGNAL(src, COMSIG_GUN_FIRED, user, target, params, zone_override)
add_fingerprint(user)
if(semicd)
return
//Vary by at least this much
var/base_bonus_spread = 0
var/sprd = 0
var/randomized_gun_spread = 0
var/rand_spr = rand()
if(user && HAS_TRAIT(user, TRAIT_POOR_AIM)) //Nice job hotshot
bonus_spread += 35
base_bonus_spread += 10
if(spread)
randomized_gun_spread = rand(0,spread)
var/randomized_bonus_spread = rand(base_bonus_spread, bonus_spread)
if(burst_size > 1)
firing_burst = TRUE
for(var/i = 1 to burst_size)
addtimer(CALLBACK(src, .proc/process_burst, user, target, message, params, zone_override, sprd, randomized_gun_spread, randomized_bonus_spread, rand_spr, i), fire_delay * (i - 1))
else
if(chambered)
if(HAS_TRAIT(user, TRAIT_PACIFISM)) // If the user has the pacifist trait, then they won't be able to fire [src] if the round chambered inside of [src] is lethal.
if(chambered.harmful) // Is the bullet chambered harmful?
to_chat(user, "<span class='warning'>[src] is lethally chambered! You don't want to risk harming anyone...</span>")
return
sprd = round((rand(0, 1) - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread))
before_firing(target,user)
if(!chambered.fire_casing(target, user, params, , suppressed, zone_override, sprd, src))
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_appearance()
semicd = TRUE
addtimer(CALLBACK(src, .proc/reset_semicd), fire_delay)
if(user)
user.update_inv_hands()
SSblackbox.record_feedback("tally", "gun_fired", 1, type)
return TRUE
/obj/item/gun/proc/reset_semicd()
semicd = FALSE
/obj/item/gun/attack(mob/M, mob/living/user)
if(user.combat_mode) //Flogging
if(bayonet)
M.attackby(bayonet, user)
return
else
return ..()
return
/obj/item/gun/attack_obj(obj/O, mob/living/user, params)
if(user.combat_mode)
if(bayonet)
O.attackby(bayonet, user)
return
return ..()
/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 class='notice'>You click [S] into place on [src].</span>")
set_gun_light(S)
update_gunlight()
alight = new(src)
if(loc == user)
alight.Grant(user)
else if(istype(I, /obj/item/kitchen/knife))
var/obj/item/kitchen/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.
return ..()
if(!user.transferItemToLoc(I, src))
return
to_chat(user, "<span class='notice'>You attach [K] to [src]'s bayonet lug.</span>")
bayonet = K
update_appearance()
else
return ..()
/obj/item/gun/screwdriver_act(mob/living/user, obj/item/I)
. = ..()
if(.)
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 = input(user, "Select an attachment to remove", "Attachment Removal") as null|obj in sortNames(possible_items)
if(!item_to_remove || !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")
else if(pin && user.is_holding(src))
user.visible_message("<span class='warning'>[user] attempts to remove [pin] from [src] with [I].</span>",
"<span class='notice'>You attempt to remove [pin] from [src]. (It will take [DisplayTimeText(FIRING_PIN_REMOVAL_DELAY)].)</span>", null, 3)
if(I.use_tool(src, user, FIRING_PIN_REMOVAL_DELAY, volume = 50))
if(!pin) //check to see if the pin is still there, or we can spam messages by clicking multiple times during the tool delay
return
user.visible_message("<span class='notice'>[pin] is pried out of [src] by [user], destroying the pin in the process.</span>",
"<span class='warning'>You pry [pin] out with [I], destroying the pin in the process.</span>", null, 3)
QDEL_NULL(pin)
return TRUE
/obj/item/gun/welder_act(mob/living/user, obj/item/I)
. = ..()
if(.)
return
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
if(pin && user.is_holding(src))
user.visible_message("<span class='warning'>[user] attempts to remove [pin] from [src] with [I].</span>",
"<span class='notice'>You attempt to remove [pin] from [src]. (It will take [DisplayTimeText(FIRING_PIN_REMOVAL_DELAY)].)</span>", null, 3)
if(I.use_tool(src, user, FIRING_PIN_REMOVAL_DELAY, 5, volume = 50))
if(!pin) //check to see if the pin is still there, or we can spam messages by clicking multiple times during the tool delay
return
user.visible_message("<span class='notice'>[pin] is spliced out of [src] by [user], melting part of the pin in the process.</span>",
"<span class='warning'>You splice [pin] out of [src] with [I], melting part of the pin in the process.</span>", null, 3)
QDEL_NULL(pin)
return TRUE
/obj/item/gun/wirecutter_act(mob/living/user, obj/item/I)
. = ..()
if(.)
return
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
if(pin && user.is_holding(src))
user.visible_message("<span class='warning'>[user] attempts to remove [pin] from [src] with [I].</span>",
"<span class='notice'>You attempt to remove [pin] from [src]. (It will take [DisplayTimeText(FIRING_PIN_REMOVAL_DELAY)].)</span>", null, 3)
if(I.use_tool(src, user, FIRING_PIN_REMOVAL_DELAY, volume = 50))
if(!pin) //check to see if the pin is still there, or we can spam messages by clicking multiple times during the tool delay
return
user.visible_message("<span class='notice'>[pin] is ripped out of [src] by [user], mangling the pin in the process.</span>",
"<span class='warning'>You rip [pin] out of [src] with [I], mangling the pin in the process.</span>", null, 3)
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 class='notice'>You [removal_verb ? removal_verb : "remove"] [item_to_remove] from [src].</span>")
item_to_remove.forceMove(drop_location())
if(Adjacent(user) && !issilicon(user))
user.put_in_hands(item_to_remove)
if(item_to_remove == bayonet)
return clear_bayonet()
else if(item_to_remove == gun_light)
return clear_gunlight()
/obj/item/gun/proc/clear_bayonet()
if(!bayonet)
return
bayonet = null
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 class='notice'>You toggle the gunlight [gun_light.on ? "on":"off"].</span>")
playsound(user, 'sound/weapons/empty.ogg', 100, TRUE)
update_gunlight()
/obj/item/gun/proc/update_gunlight()
update_appearance()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/gun/pickup(mob/user)
..()
if(azoom)
azoom.Grant(user)
/obj/item/gun/dropped(mob/user)
. = ..()
if(azoom)
azoom.Remove(user)
if(zoomed)
zoom(user, user.dir)
/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.
if(bayonet.icon_state in icon_states('icons/obj/guns/bayonets.dmi')) //Snowflake state?
state = bayonet.icon_state
var/icon/bayonet_icons = 'icons/obj/guns/bayonets.dmi'
knife_overlay = mutable_appearance(bayonet_icons, state)
knife_overlay.pixel_x = knife_x_offset
knife_overlay.pixel_y = knife_y_offset
. += knife_overlay
/obj/item/gun/proc/handle_suicide(mob/living/carbon/human/user, mob/living/carbon/human/target, params, bypass_timer)
if(!ishuman(user) || !ishuman(target))
return
if(semicd)
return
if(user == target)
target.visible_message("<span class='warning'>[user] sticks [src] in [user.p_their()] mouth, ready to pull the trigger...</span>", \
"<span class='userdanger'>You stick [src] in your mouth, ready to pull the trigger...</span>")
else
target.visible_message("<span class='warning'>[user] points [src] at [target]'s head, ready to pull the trigger...</span>", \
"<span class='userdanger'>[user] points [src] at your head, ready to pull the trigger...</span>")
semicd = TRUE
if(!bypass_timer && (!do_mob(user, target, 120) || user.zone_selected != BODY_ZONE_PRECISE_MOUTH))
if(user)
if(user == target)
user.visible_message("<span class='notice'>[user] decided not to shoot.</span>")
else if(target?.Adjacent(user))
target.visible_message("<span class='notice'>[user] has decided to spare [target]</span>", "<span class='notice'>[user] has decided to spare your life!</span>")
semicd = FALSE
return
semicd = FALSE
target.visible_message("<span class='warning'>[user] pulls the trigger!</span>", "<span class='userdanger'>[(user == target) ? "You pull" : "[user] pulls"] the trigger!</span>")
if(chambered?.loaded_projectile)
chambered.loaded_projectile.damage *= 5
if(chambered.loaded_projectile.wound_bonus != CANT_WOUND)
chambered.loaded_projectile.wound_bonus += 5 // much more dramatic on multiple pellet'd projectiles really
var/fired = process_fire(target, user, TRUE, params, BODY_ZONE_HEAD)
if(!fired && chambered?.loaded_projectile)
chambered.loaded_projectile.damage /= 5
if(chambered.loaded_projectile.wound_bonus != CANT_WOUND)
chambered.loaded_projectile.wound_bonus -= 5
/obj/item/gun/proc/unlock() //used in summon guns and as a convience for admins
if(pin)
qdel(pin)
pin = new /obj/item/firing_pin
//Happens before the actual projectile creation
/obj/item/gun/proc/before_firing(atom/target,mob/user)
return
/////////////
// ZOOMING //
/////////////
/datum/action/toggle_scope_zoom
name = "Toggle Scope"
check_flags = AB_CHECK_CONSCIOUS|AB_CHECK_HANDS_BLOCKED|AB_CHECK_IMMOBILE|AB_CHECK_LYING
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "sniper_zoom"
var/obj/item/gun/gun = null
/datum/action/toggle_scope_zoom/Trigger()
gun.zoom(owner, owner.dir)
/datum/action/toggle_scope_zoom/IsAvailable()
. = ..()
if(!. && gun)
gun.zoom(owner, owner.dir, FALSE)
/datum/action/toggle_scope_zoom/Remove(mob/living/L)
gun.zoom(L, L.dir, FALSE)
..()
/obj/item/gun/proc/rotate(atom/thing, old_dir, new_dir)
SIGNAL_HANDLER
if(ismob(thing))
var/mob/lad = thing
lad.client.view_size.zoomOut(zoom_out_amt, zoom_amt, new_dir)
/obj/item/gun/proc/zoom(mob/living/user, direc, forced_zoom)
if(!user || !user.client)
return
if(isnull(forced_zoom))
zoomed = !zoomed
else
zoomed = forced_zoom
if(zoomed)
RegisterSignal(user, COMSIG_ATOM_DIR_CHANGE, .proc/rotate)
user.client.view_size.zoomOut(zoom_out_amt, zoom_amt, direc)
else
UnregisterSignal(user, COMSIG_ATOM_DIR_CHANGE)
user.client.view_size.zoomIn()
return zoomed
//Proc, so that gun accessories/scopes/etc. can easily add zooming.
/obj/item/gun/proc/build_zooming()
if(azoom)
return
if(zoomable)
azoom = new()
azoom.gun = src
#undef FIRING_PIN_REMOVAL_DELAY
#undef DUALWIELD_PENALTY_EXTRA_MULTIPLIER