Files
Bubberstation/code/modules/mod/modules/modules_security.dm
Ghom 2bb4dfe76c Expanding the Experimental MODsuit Bepis Node with three new modules. (#75801)
## About The Pull Request
So, I've had this idea to make a contribution to the Bepis feature with
some modsuit stuff. The gimmicky stuff is ok and a good way to even out
the better content since it has game of chance design it has (you can
find those disks in space anyway so...). However, the Experimental
MODsuit node feels very underwhelming right now, compared to how big
that feature is.

This PR adds three MOD modules to the Experimental MODsuit node, plus
two more:
- Magneto Charger: While the Modsuit is activated, each step the user
takes will charge the installed power cell by a tiny bit, enough to
sustain a standard modsuit of generic slow speed with only a few, easy
modules installed. It won't work in zero G, while flying, pulled by
someone else, on a conveyor belt, riding a vehicle or crawling on the
floor, though.
- Recycler: It collects (most) garbage and casings off the ground and
recycles them into material sheets that can be dispensed on an adjacent
location or storage with with Middle Mouse Button. Doesn't clean debris,
and scuffed because most trash doesn't yield material anyway.
- - It also has two subtypes, unbound from the node: one that dispenses
riot foam darts and can be found on the black market, and another that
dispenses the more innocuous foam darts, rarely found in maints.
- Shooting Assistant: A configurable module. On Stormtrooper mode, it
will give the user a faster fire rate (the double tap trait) at the cost
of accuracy. On Sharpshooter mode, it will improve the user accuracy and
make their shots ricochet against walls at least once (if the hit atom
allows that, that is, e.g. lasers don't ricochet against iron walls), at
the cost of movement speed. Both modes also prevent the user from dual
wielding guns.

To make the Stormtrooper mode stackable with the poor aim quirk and
refrain from making a new trait for the sharpshooter mode, the gun
spread code in gun.dm has also received a little refactor and cleanup.
Also, it's been tested.

## Why It's Good For The Game
The Experimental MODsuit node is quite shabby and could use something
extra to make it more appealing to MODsuit enjoyers.

Also doubles down as a small addition to the black market and maint
loot, and code cleanup, since gun code gives off some garbled vibes.

## Changelog

🆑
add: Expanded the Experimental MODsuit Bepis node with three new
modules: Magneto Charger, Recycler and Shooting Assistant.
add: Added a Riot Foam Recycler module to the black market, as well a
more innocuous version as maint loot.
/🆑
2023-06-14 23:00:05 -04:00

501 lines
19 KiB
Plaintext

//Security modules for MODsuits
///Magnetic Harness - Automatically puts guns in your suit storage when you drop them.
/obj/item/mod/module/magnetic_harness
name = "MOD magnetic harness module"
desc = "Based off old TerraGov harness kits, this magnetic harness automatically attaches dropped guns back to the wearer."
icon_state = "mag_harness"
complexity = 2
use_power_cost = DEFAULT_CHARGE_DRAIN
incompatible_modules = list(/obj/item/mod/module/magnetic_harness)
/// Time before we activate the magnet.
var/magnet_delay = 0.8 SECONDS
/// The typecache of all guns we allow.
var/static/list/guns_typecache
/// The guns already allowed by the modsuit chestplate.
var/list/already_allowed_guns = list()
/obj/item/mod/module/magnetic_harness/Initialize(mapload)
. = ..()
if(!guns_typecache)
guns_typecache = typecacheof(list(/obj/item/gun/ballistic, /obj/item/gun/energy, /obj/item/gun/grenadelauncher, /obj/item/gun/chem, /obj/item/gun/syringe))
/obj/item/mod/module/magnetic_harness/on_install()
already_allowed_guns = guns_typecache & mod.chestplate.allowed
mod.chestplate.allowed |= guns_typecache
/obj/item/mod/module/magnetic_harness/on_uninstall(deleting = FALSE)
if(deleting)
return
mod.chestplate.allowed -= (guns_typecache - already_allowed_guns)
/obj/item/mod/module/magnetic_harness/on_suit_activation()
RegisterSignal(mod.wearer, COMSIG_MOB_UNEQUIPPED_ITEM, PROC_REF(check_dropped_item))
/obj/item/mod/module/magnetic_harness/on_suit_deactivation(deleting = FALSE)
UnregisterSignal(mod.wearer, COMSIG_MOB_UNEQUIPPED_ITEM)
/obj/item/mod/module/magnetic_harness/proc/check_dropped_item(datum/source, obj/item/dropped_item, force, new_location)
SIGNAL_HANDLER
if(!is_type_in_typecache(dropped_item, guns_typecache))
return
if(new_location != get_turf(src))
return
addtimer(CALLBACK(src, PROC_REF(pick_up_item), dropped_item), magnet_delay)
/obj/item/mod/module/magnetic_harness/proc/pick_up_item(obj/item/item)
if(!isturf(item.loc) || !item.Adjacent(mod.wearer))
return
if(!mod.wearer.equip_to_slot_if_possible(item, ITEM_SLOT_SUITSTORE, qdel_on_fail = FALSE, disable_warning = TRUE))
return
playsound(src, 'sound/items/modsuit/magnetic_harness.ogg', 50, TRUE)
balloon_alert(mod.wearer, "[item] reattached")
drain_power(use_power_cost)
///Pepper Shoulders - When hit, reacts with a spray of pepper spray around the user.
/obj/item/mod/module/pepper_shoulders
name = "MOD pepper shoulders module"
desc = "A module that attaches two pepper sprayers on shoulders of a MODsuit, reacting to touch with a spray around the user."
icon_state = "pepper_shoulder"
module_type = MODULE_USABLE
complexity = 1
use_power_cost = DEFAULT_CHARGE_DRAIN
incompatible_modules = list(/obj/item/mod/module/pepper_shoulders)
cooldown_time = 5 SECONDS
overlay_state_inactive = "module_pepper"
overlay_state_use = "module_pepper_used"
/obj/item/mod/module/pepper_shoulders/on_suit_activation()
RegisterSignal(mod.wearer, COMSIG_HUMAN_CHECK_SHIELDS, PROC_REF(on_check_shields))
/obj/item/mod/module/pepper_shoulders/on_suit_deactivation(deleting = FALSE)
UnregisterSignal(mod.wearer, COMSIG_HUMAN_CHECK_SHIELDS)
/obj/item/mod/module/pepper_shoulders/on_use()
. = ..()
if(!.)
return
playsound(src, 'sound/effects/spray.ogg', 30, TRUE, -6)
var/datum/reagents/capsaicin_holder = new(10)
capsaicin_holder.add_reagent(/datum/reagent/consumable/condensedcapsaicin, 10)
var/datum/effect_system/fluid_spread/smoke/chem/quick/smoke = new
smoke.set_up(1, holder = src, location = get_turf(src), carry = capsaicin_holder)
smoke.start(log = TRUE)
QDEL_NULL(capsaicin_holder) // Reagents have a ref to their holder which has a ref to them. No leaks please.
/obj/item/mod/module/pepper_shoulders/proc/on_check_shields()
SIGNAL_HANDLER
if(!COOLDOWN_FINISHED(src, cooldown_timer))
return
if(!check_power(use_power_cost))
return
mod.wearer.visible_message(span_warning("[src] reacts to the attack with a smoke of pepper spray!"), span_notice("Your [src] releases a cloud of pepper spray!"))
on_use()
///Holster - Instantly holsters any not huge gun.
/obj/item/mod/module/holster
name = "MOD holster module"
desc = "Based off typical storage compartments, this system allows the suit to holster a \
standard firearm across its surface and allow for extremely quick retrieval. \
While some users prefer the chest, others the forearm for quick deployment, \
some law enforcement prefer the holster to extend from the thigh."
icon_state = "holster"
module_type = MODULE_USABLE
complexity = 2
incompatible_modules = list(/obj/item/mod/module/holster)
cooldown_time = 0.5 SECONDS
allow_flags = MODULE_ALLOW_INACTIVE
/// Gun we have holstered.
var/obj/item/gun/holstered
/obj/item/mod/module/holster/on_use()
. = ..()
if(!.)
return
if(!holstered)
var/obj/item/gun/holding = mod.wearer.get_active_held_item()
if(!holding)
balloon_alert(mod.wearer, "nothing to holster!")
return
if(!istype(holding) || holding.w_class > WEIGHT_CLASS_BULKY)
balloon_alert(mod.wearer, "it doesn't fit!")
return
if(mod.wearer.transferItemToLoc(holding, src, force = FALSE, silent = TRUE))
holstered = holding
balloon_alert(mod.wearer, "weapon holstered")
playsound(src, 'sound/weapons/gun/revolver/empty.ogg', 100, TRUE)
else if(mod.wearer.put_in_active_hand(holstered, forced = FALSE, ignore_animation = TRUE))
balloon_alert(mod.wearer, "weapon drawn")
playsound(src, 'sound/weapons/gun/revolver/empty.ogg', 100, TRUE)
else
balloon_alert(mod.wearer, "holster full!")
/obj/item/mod/module/holster/on_uninstall(deleting = FALSE)
if(holstered)
holstered.forceMove(drop_location())
/obj/item/mod/module/holster/Exited(atom/movable/gone, direction)
. = ..()
if(gone == holstered)
holstered = null
/obj/item/mod/module/holster/Destroy()
QDEL_NULL(holstered)
return ..()
///Megaphone - Lets you speak loud.
/obj/item/mod/module/megaphone
name = "MOD megaphone module"
desc = "A microchip megaphone linked to a MODsuit, for very important purposes, like: loudness."
icon_state = "megaphone"
module_type = MODULE_TOGGLE
complexity = 1
use_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
incompatible_modules = list(/obj/item/mod/module/megaphone)
cooldown_time = 0.5 SECONDS
/// List of spans we add to the speaker.
var/list/voicespan = list(SPAN_COMMAND)
/obj/item/mod/module/megaphone/on_activation()
. = ..()
if(!.)
return
RegisterSignal(mod.wearer, COMSIG_MOB_SAY, PROC_REF(handle_speech))
/obj/item/mod/module/megaphone/on_deactivation(display_message = TRUE, deleting = FALSE)
. = ..()
if(!.)
return
UnregisterSignal(mod.wearer, COMSIG_MOB_SAY)
/obj/item/mod/module/megaphone/proc/handle_speech(datum/source, list/speech_args)
SIGNAL_HANDLER
speech_args[SPEECH_SPANS] |= voicespan
drain_power(use_power_cost)
///Criminal Capture - Generates hardlight bags you can put people in and sinch.
/obj/item/mod/module/criminalcapture
name = "MOD criminal capture module"
desc = "The private security that had orders to take in people dead were quite \
happy with their space-proofed suit, but for those who wanted to bring back \
whomever their targets were still breathing needed a way to \"share\" the \
space-proofing. And thus: criminal capture! Creates a hardlight prisoner transport bag \
around the apprehended that has breathable atmospheric conditions."
icon_state = "criminal_capture"
module_type = MODULE_ACTIVE
complexity = 2
use_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
incompatible_modules = list(/obj/item/mod/module/criminalcapture)
cooldown_time = 0.5 SECONDS
/// Time to capture a prisoner.
var/capture_time = 2.5 SECONDS
/// Time to dematerialize a bodybag.
var/packup_time = 1 SECONDS
/// Typepath of our bodybag
var/bodybag_type = /obj/structure/closet/body_bag/environmental/prisoner/hardlight
/// Our linked bodybag.
var/obj/structure/closet/body_bag/linked_bodybag
/obj/item/mod/module/criminalcapture/on_process(seconds_per_tick)
idle_power_cost = linked_bodybag ? (DEFAULT_CHARGE_DRAIN * 3) : 0
return ..()
/obj/item/mod/module/criminalcapture/on_deactivation(display_message, deleting)
. = ..()
if(!.)
return
if(!linked_bodybag)
return
packup()
/obj/item/mod/module/criminalcapture/on_select_use(atom/target)
. = ..()
if(!.)
return
if(!mod.wearer.Adjacent(target))
return
if(target == linked_bodybag)
playsound(src, 'sound/machines/ding.ogg', 25, TRUE)
if(!do_after(mod.wearer, packup_time, target = target))
balloon_alert(mod.wearer, "interrupted!")
packup()
return
if(linked_bodybag)
return
var/turf/target_turf = get_turf(target)
if(target_turf.is_blocked_turf(exclude_mobs = TRUE))
return
playsound(src, 'sound/machines/ding.ogg', 25, TRUE)
if(!do_after(mod.wearer, capture_time, target = target))
balloon_alert(mod.wearer, "interrupted!")
return
if(linked_bodybag)
return
linked_bodybag = new bodybag_type(target_turf)
linked_bodybag.take_contents()
playsound(linked_bodybag, 'sound/weapons/egloves.ogg', 80, TRUE)
RegisterSignal(linked_bodybag, COMSIG_MOVABLE_MOVED, PROC_REF(check_range))
RegisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED, PROC_REF(check_range))
/obj/item/mod/module/criminalcapture/proc/packup()
if(!linked_bodybag)
return
playsound(linked_bodybag, 'sound/weapons/egloves.ogg', 80, TRUE)
apply_wibbly_filters(linked_bodybag)
animate(linked_bodybag, 0.5 SECONDS, alpha = 50, flags = ANIMATION_PARALLEL)
addtimer(CALLBACK(src, PROC_REF(delete_bag), linked_bodybag), 0.5 SECONDS)
linked_bodybag = null
/obj/item/mod/module/criminalcapture/proc/check_range()
SIGNAL_HANDLER
if(get_dist(mod.wearer, linked_bodybag) <= 9)
return
packup()
/obj/item/mod/module/criminalcapture/proc/delete_bag(obj/structure/closet/body_bag/bag)
if(mod?.wearer)
UnregisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED, PROC_REF(check_range))
balloon_alert(mod.wearer, "bag dissipated")
bag.open(force = TRUE)
qdel(bag)
///Mirage grenade dispenser - Dispenses grenades that copy the user's appearance.
/obj/item/mod/module/dispenser/mirage
name = "MOD mirage grenade dispenser module"
desc = "This module can create mirage grenades at the user's liking. These grenades create holographic copies of the user."
icon_state = "mirage_grenade"
cooldown_time = 20 SECONDS
overlay_state_inactive = "module_mirage_grenade"
dispense_type = /obj/item/grenade/mirage
/obj/item/mod/module/dispenser/mirage/on_use()
. = ..()
if(!.)
return
var/obj/item/grenade/mirage/grenade = .
grenade.arm_grenade(mod.wearer)
/obj/item/grenade/mirage
name = "mirage grenade"
desc = "A special device that, when activated, produces a holographic copy of the user."
icon_state = "mirage"
inhand_icon_state = "flashbang"
det_time = 3 SECONDS
/// Mob that threw the grenade.
var/mob/living/thrower
/obj/item/grenade/mirage/arm_grenade(mob/user, delayoverride, msg, volume)
. = ..()
thrower = user
/obj/item/grenade/mirage/detonate(mob/living/lanced_by)
. = ..()
do_sparks(rand(3, 6), FALSE, src)
if(thrower)
var/mob/living/simple_animal/hostile/illusion/mirage/mirage = new(get_turf(src))
mirage.Copy_Parent(thrower, 15 SECONDS)
qdel(src)
///Projectile Dampener - Weakens projectiles in range.
/obj/item/mod/module/projectile_dampener
name = "MOD projectile dampener module"
desc = "Using technology from peaceborgs, this module weakens all projectiles in nearby range."
icon_state = "projectile_dampener"
module_type = MODULE_TOGGLE
complexity = 3
active_power_cost = DEFAULT_CHARGE_DRAIN
incompatible_modules = list(/obj/item/mod/module/projectile_dampener)
cooldown_time = 1.5 SECONDS
/// Radius of the dampening field.
var/field_radius = 2
/// Damage multiplier on projectiles.
var/damage_multiplier = 0.75
/// Speed multiplier on projectiles, higher means slower.
var/speed_multiplier = 2.5
/// List of all tracked projectiles.
var/list/tracked_projectiles = list()
/// Effect image on projectiles.
var/image/projectile_effect
/// The dampening field
var/datum/proximity_monitor/advanced/projectile_dampener/dampening_field
/obj/item/mod/module/projectile_dampener/Initialize(mapload)
. = ..()
projectile_effect = image('icons/effects/fields.dmi', "projectile_dampen_effect")
/obj/item/mod/module/projectile_dampener/on_activation()
. = ..()
if(!.)
return
if(istype(dampening_field))
QDEL_NULL(dampening_field)
dampening_field = new(mod.wearer, field_radius, TRUE, src)
RegisterSignal(dampening_field, COMSIG_DAMPENER_CAPTURE, PROC_REF(dampen_projectile))
RegisterSignal(dampening_field, COMSIG_DAMPENER_RELEASE, PROC_REF(release_projectile))
/obj/item/mod/module/projectile_dampener/on_deactivation(display_message, deleting = FALSE)
. = ..()
if(!.)
return
QDEL_NULL(dampening_field)
/obj/item/mod/module/projectile_dampener/proc/dampen_projectile(datum/source, obj/projectile/projectile)
SIGNAL_HANDLER
projectile.damage *= damage_multiplier
projectile.speed *= speed_multiplier
projectile.add_overlay(projectile_effect)
/obj/item/mod/module/projectile_dampener/proc/release_projectile(datum/source, obj/projectile/projectile)
SIGNAL_HANDLER
projectile.damage /= damage_multiplier
projectile.speed /= speed_multiplier
projectile.cut_overlay(projectile_effect)
///Active Sonar - Displays a hud circle on the turf of any living creatures in the given radius
/obj/item/mod/module/active_sonar
name = "MOD active sonar"
desc = "Ancient tech from the 20th century, this module uses sonic waves to detect living creatures within the user's radius. \
Its loud ping is much harder to hide in an indoor station than in the outdoor operations it was designed for."
icon_state = "active_sonar"
module_type = MODULE_USABLE
use_power_cost = DEFAULT_CHARGE_DRAIN * 4
complexity = 3
incompatible_modules = list(/obj/item/mod/module/active_sonar)
cooldown_time = 15 SECONDS
/obj/item/mod/module/active_sonar/on_use()
. = ..()
if(!.)
return
balloon_alert(mod.wearer, "readying sonar...")
playsound(mod.wearer, 'sound/mecha/skyfall_power_up.ogg', vol = 20, vary = TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
if(!do_after(mod.wearer, 1.1 SECONDS, target = mod))
return
var/creatures_detected = 0
for(var/mob/living/creature in range(9, mod.wearer))
if(creature == mod.wearer || creature.stat == DEAD)
continue
new /obj/effect/temp_visual/sonar_ping(mod.wearer.loc, mod.wearer, creature)
creatures_detected++
playsound(mod.wearer, 'sound/effects/ping_hit.ogg', vol = 75, vary = TRUE, extrarange = MEDIUM_RANGE_SOUND_EXTRARANGE) // Should be audible for the radius of the sonar
to_chat(mod.wearer, span_notice("You slam your fist into the ground, sending out a sonic wave that detects [creatures_detected] living beings nearby!"))
#define SHOOTING_ASSISTANT_OFF "Currently Off"
#define STORMTROOPER_MODE "Quick Fire Stormtrooper"
#define SHARPSHOOTER_MODE "Slow Ricochet Sharpshooter"
/**
* A module that enhances the user's ability with firearms, with a couple drawbacks:
* In 'Stormtrooper' mode, the user will be given faster firerate, but lower accuracy.
* In 'Sharpshooter' mode, the user will have better accuracy and ricochet to his shots, but slower movement speed.
* Both modes prevent the user from dual wielding guns.
*/
/obj/item/mod/module/shooting_assistant
name = "MOD shooting assistant module"
desc = "A botched prototype meant to boost the TGMC crayon eaters' ability with firearms. \
It has only two modes available in its configurations: \
'Quick Fire Stormtrooper' and 'Slow Ricochet Sharpshooter', \
both incompatible with dual wielding firearms."
icon_state = "shooting_assistant"
module_type = MODULE_PASSIVE
complexity = 3
incompatible_modules = list(/obj/item/mod/module/shooting_assistant)
var/selected_mode = SHOOTING_ASSISTANT_OFF
///Association list, the assoc values are the balloon alerts shown to the user when the mode is set.
var/static/list/available_modes = list(
SHOOTING_ASSISTANT_OFF = "assistant off",
STORMTROOPER_MODE = "stormtrooper mode",
SHARPSHOOTER_MODE = "sharpshooter mode",
)
/obj/item/mod/module/shooting_assistant/get_configuration()
. = ..()
.["shooting_mode"] = add_ui_configuration("Mode", "list", selected_mode, assoc_to_keys(available_modes))
/obj/item/mod/module/shooting_assistant/configure_edit(key, value)
switch(key)
if("shooting_mode")
set_shooting_mode(value)
/obj/item/mod/module/shooting_assistant/proc/set_shooting_mode(new_mode)
if(new_mode == selected_mode || !mod.active)
return
if(new_mode != SHOOTING_ASSISTANT_OFF && !mod.get_charge())
balloon_alert(mod.wearer, "no charge!")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return
//Remove the effects of the previously selected mode
if(mod.active)
remove_mode_effects()
balloon_alert(mod.wearer, available_modes[new_mode])
selected_mode = new_mode
//Apply the effects of the new mode
if(mod.active)
apply_mode_effects()
/obj/item/mod/module/shooting_assistant/proc/apply_mode_effects()
switch(selected_mode)
if(SHOOTING_ASSISTANT_OFF)
idle_power_cost = 0
if(STORMTROOPER_MODE)
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.4
mod.wearer.add_traits(list(TRAIT_NO_GUN_AKIMBO, TRAIT_DOUBLE_TAP), MOD_TRAIT)
RegisterSignal(mod.wearer, COMSIG_MOB_FIRED_GUN, PROC_REF(stormtrooper_fired_gun))
if(SHARPSHOOTER_MODE)
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.6
mod.wearer.add_traits(list(TRAIT_NO_GUN_AKIMBO, TRAIT_NICE_SHOT), MOD_TRAIT)
RegisterSignal(mod.wearer, COMSIG_MOB_FIRED_GUN, PROC_REF(sharpshooter_fired_gun))
RegisterSignal(mod.wearer, COMSIG_PROJECTILE_FIRER_BEFORE_FIRE, PROC_REF(apply_ricochet))
mod.wearer.add_movespeed_modifier(/datum/movespeed_modifier/shooting_assistant)
/obj/item/mod/module/shooting_assistant/proc/remove_mode_effects()
switch(selected_mode)
if(STORMTROOPER_MODE)
UnregisterSignal(mod.wearer, COMSIG_MOB_FIRED_GUN)
mod.wearer.remove_traits(list(TRAIT_NO_GUN_AKIMBO, TRAIT_DOUBLE_TAP), MOD_TRAIT)
if(SHARPSHOOTER_MODE)
UnregisterSignal(mod.wearer, list(COMSIG_MOB_FIRED_GUN, COMSIG_PROJECTILE_FIRER_BEFORE_FIRE))
mod.wearer.remove_traits(list(TRAIT_NO_GUN_AKIMBO, TRAIT_NICE_SHOT), MOD_TRAIT)
mod.wearer.remove_movespeed_modifier(/datum/movespeed_modifier/shooting_assistant)
/obj/item/mod/module/shooting_assistant/drain_power(amount)
. = ..()
if(!.)
set_shooting_mode(SHOOTING_ASSISTANT_OFF)
/obj/item/mod/module/shooting_assistant/on_suit_activation()
apply_mode_effects()
/obj/item/mod/module/shooting_assistant/on_suit_deactivation(deleting = FALSE)
remove_mode_effects()
/obj/item/mod/module/shooting_assistant/proc/stormtrooper_fired_gun(mob/user, obj/item/gun/gun_fired, target, params, zone_override, list/bonus_spread_values)
SIGNAL_HANDLER
bonus_spread_values[MIN_BONUS_SPREAD_INDEX] += 15
bonus_spread_values[MAX_BONUS_SPREAD_INDEX] += 25
/obj/item/mod/module/shooting_assistant/proc/sharpshooter_fired_gun(mob/user, obj/item/gun/gun_fired, target, params, zone_override, list/bonus_spread_values)
SIGNAL_HANDLER
bonus_spread_values[MIN_BONUS_SPREAD_INDEX] -= 20
bonus_spread_values[MAX_BONUS_SPREAD_INDEX] -= 10
/obj/item/mod/module/shooting_assistant/proc/apply_ricochet(mob/user, obj/projectile/projectile, datum/fired_from, atom/clicked_atom)
SIGNAL_HANDLER
projectile.ricochets_max += 1
projectile.min_ricochets += 1
projectile.ricochet_incidence_leeway = 0 //allows the projectile to bounce at any angle.
ADD_TRAIT(projectile, TRAIT_ALWAYS_HIT_ZONE, MOD_TRAIT)
#undef SHOOTING_ASSISTANT_OFF
#undef STORMTROOPER_MODE
#undef SHARPSHOOTER_MODE