mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-19 21:46:42 +00:00
The component is initialized with any combination of three flags, EMP_PROTECT_SELF protects against effects that target the object itself, EMP_PROTECT_WIRES protects against wires being messed with similar to the NO_EMP_WIRES_1 flag which this PR removes, EMP_PROTECT_CONTENTS protects against things that are inside the object like organs, internal "non-virtual" power cells and the like This enables (but doesn't introduce) new mechanics such as adding EMP shielding at runtime to any atom, or taking it away.
523 lines
16 KiB
Plaintext
523 lines
16 KiB
Plaintext
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#define DUALWIELD_PENALTY_EXTRA_MULTIPLIER 1.4
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/obj/item/gun
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name = "gun"
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desc = "It's a gun. It's pretty terrible, though."
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icon = 'icons/obj/guns/projectile.dmi'
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icon_state = "detective"
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item_state = "gun"
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BELT
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materials = list(MAT_METAL=2000)
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w_class = WEIGHT_CLASS_NORMAL
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throwforce = 5
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throw_speed = 3
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throw_range = 5
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force = 5
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item_flags = NEEDS_PERMIT
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attack_verb = list("struck", "hit", "bashed")
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var/fire_sound = "gunshot"
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var/suppressed = null //whether or not a message is displayed when fired
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var/can_suppress = FALSE
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var/can_unsuppress = TRUE
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var/recoil = 0 //boom boom shake the room
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var/clumsy_check = TRUE
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var/obj/item/ammo_casing/chambered = null
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trigger_guard = TRIGGER_GUARD_NORMAL //trigger guard on the weapon, hulks can't fire them with their big meaty fingers
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var/sawn_desc = null //description change if weapon is sawn-off
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var/sawn_off = FALSE
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var/burst_size = 1 //how large a burst is
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var/fire_delay = 0 //rate of fire for burst firing and semi auto
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var/firing_burst = 0 //Prevent the weapon from firing again while already firing
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var/semicd = 0 //cooldown handler
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var/weapon_weight = WEAPON_LIGHT
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var/spread = 0 //Spread induced by the gun itself.
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var/randomspread = 1 //Set to 0 for shotguns. This is used for weapons that don't fire all their bullets at once.
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lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
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var/obj/item/firing_pin/pin = /obj/item/firing_pin //standard firing pin for most guns
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var/obj/item/flashlight/gun_light
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var/can_flashlight = 0
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var/obj/item/kitchen/knife/bayonet
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var/can_bayonet = FALSE
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var/datum/action/item_action/toggle_gunlight/alight
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var/list/upgrades = list()
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var/ammo_x_offset = 0 //used for positioning ammo count overlay on sprite
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var/ammo_y_offset = 0
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var/flight_x_offset = 0
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var/flight_y_offset = 0
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var/knife_x_offset = 0
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var/knife_y_offset = 0
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//Zooming
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var/zoomable = FALSE //whether the gun generates a Zoom action on creation
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var/zoomed = FALSE //Zoom toggle
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var/zoom_amt = 3 //Distance in TURFs to move the user's screen forward (the "zoom" effect)
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var/zoom_out_amt = 0
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var/datum/action/toggle_scope_zoom/azoom
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/obj/item/gun/Initialize()
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. = ..()
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if(pin)
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pin = new pin(src)
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if(gun_light)
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alight = new /datum/action/item_action/toggle_gunlight(src)
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build_zooming()
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/obj/item/gun/CheckParts(list/parts_list)
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..()
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var/obj/item/gun/G = locate(/obj/item/gun) in contents
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if(G)
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G.forceMove(loc)
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QDEL_NULL(G.pin)
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visible_message("[G] can now fit a new pin, but the old one was destroyed in the process.", null, null, 3)
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qdel(src)
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/obj/item/gun/examine(mob/user)
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..()
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if(pin)
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to_chat(user, "It has \a [pin] installed.")
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else
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to_chat(user, "It doesn't have a firing pin installed, and won't fire.")
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/obj/item/gun/equipped(mob/living/user, slot)
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. = ..()
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if(zoomed && user.get_active_held_item() != src)
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zoom(user, 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!!
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//called after the gun has successfully fired its chambered ammo.
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/obj/item/gun/proc/process_chamber()
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return FALSE
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//check if there's enough ammo/energy/whatever to shoot one time
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//i.e if clicking would make it shoot
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/obj/item/gun/proc/can_shoot()
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return TRUE
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/obj/item/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj)
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to_chat(user, "<span class='danger'>*click*</span>")
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playsound(src, "gun_dry_fire", 30, 1)
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/obj/item/gun/proc/shoot_live_shot(mob/living/user as mob|obj, pointblank = 0, mob/pbtarget = null, message = 1)
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if(recoil)
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shake_camera(user, recoil + 1, recoil)
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if(suppressed)
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playsound(user, fire_sound, 10, 1)
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else
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playsound(user, fire_sound, 50, 1)
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if(message)
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if(pointblank)
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user.visible_message("<span class='danger'>[user] fires [src] point blank at [pbtarget]!</span>", null, null, COMBAT_MESSAGE_RANGE)
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else
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user.visible_message("<span class='danger'>[user] fires [src]!</span>", null, null, COMBAT_MESSAGE_RANGE)
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/obj/item/gun/emp_act(severity)
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. = ..()
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if(!(. & EMP_PROTECT_CONTENTS))
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for(var/obj/O in contents)
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O.emp_act(severity)
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/obj/item/gun/afterattack(atom/target, mob/living/user, flag, params)
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if(firing_burst)
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return
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if(flag) //It's adjacent, is the user, or is on the user's person
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if(target in user.contents) //can't shoot stuff inside us.
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return
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if(!ismob(target) || user.a_intent == INTENT_HARM) //melee attack
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return
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if(target == user && user.zone_selected != BODY_ZONE_PRECISE_MOUTH) //so we can't shoot ourselves (unless mouth selected)
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return
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if(istype(user))//Check if the user can use the gun, if the user isn't alive(turrets) assume it can.
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var/mob/living/L = user
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if(!can_trigger_gun(L))
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return
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if(!can_shoot()) //Just because you can pull the trigger doesn't mean it can shoot.
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shoot_with_empty_chamber(user)
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return
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if(flag)
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if(user.zone_selected == BODY_ZONE_PRECISE_MOUTH)
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handle_suicide(user, target, params)
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return
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//Exclude lasertag guns from the TRAIT_CLUMSY check.
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if(clumsy_check)
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if(istype(user))
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if (user.has_trait(TRAIT_CLUMSY) && prob(40))
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to_chat(user, "<span class='userdanger'>You shoot yourself in the foot with [src]!</span>")
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var/shot_leg = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
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process_fire(user, user, FALSE, params, shot_leg)
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user.dropItemToGround(src, TRUE)
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return
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if(weapon_weight == WEAPON_HEAVY && user.get_inactive_held_item())
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to_chat(user, "<span class='userdanger'>You need both hands free to fire [src]!</span>")
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return
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//DUAL (or more!) WIELDING
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var/bonus_spread = 0
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var/loop_counter = 0
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if(ishuman(user) && user.a_intent == INTENT_HARM)
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var/mob/living/carbon/human/H = user
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for(var/obj/item/gun/G in H.held_items)
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if(G == src || G.weapon_weight >= WEAPON_MEDIUM)
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continue
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else if(G.can_trigger_gun(user))
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bonus_spread += 24 * G.weapon_weight
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loop_counter++
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addtimer(CALLBACK(G, /obj/item/gun.proc/process_fire, target, user, TRUE, params, null, bonus_spread), loop_counter)
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process_fire(target, user, TRUE, params, null, bonus_spread)
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/obj/item/gun/can_trigger_gun(mob/living/user)
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. = ..()
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if(!handle_pins(user))
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return FALSE
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/obj/item/gun/proc/handle_pins(mob/living/user)
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if(pin)
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if(pin.pin_auth(user) || (pin.obj_flags & EMAGGED))
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return TRUE
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else
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pin.auth_fail(user)
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return FALSE
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else
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to_chat(user, "<span class='warning'>[src]'s trigger is locked. This weapon doesn't have a firing pin installed!</span>")
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return FALSE
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/obj/item/gun/proc/recharge_newshot()
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return
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/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)
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if(!user || !firing_burst)
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firing_burst = FALSE
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return FALSE
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if(!issilicon(user))
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if(iteration > 1 && !(user.is_holding(src))) //for burst firing
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firing_burst = FALSE
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return FALSE
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if(chambered && chambered.BB)
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if(user.has_trait(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.
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if(chambered.harmful) // Is the bullet chambered harmful?
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to_chat(user, "<span class='notice'> [src] is lethally chambered! You don't want to risk harming anyone...</span>")
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return
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if(randomspread)
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sprd = round((rand() - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread))
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else //Smart spread
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sprd = round((((rand_spr/burst_size) * iteration) - (0.5 + (rand_spr * 0.25))) * (randomized_gun_spread + randomized_bonus_spread))
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if(!chambered.fire_casing(target, user, params, ,suppressed, zone_override, sprd))
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shoot_with_empty_chamber(user)
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firing_burst = FALSE
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return FALSE
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else
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if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
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shoot_live_shot(user, 1, target, message)
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else
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shoot_live_shot(user, 0, target, message)
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if (iteration >= burst_size)
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firing_burst = FALSE
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else
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shoot_with_empty_chamber(user)
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firing_burst = FALSE
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return FALSE
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process_chamber()
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update_icon()
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return TRUE
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/obj/item/gun/proc/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
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add_fingerprint(user)
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if(semicd)
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return
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var/sprd = 0
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var/randomized_gun_spread = 0
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var/rand_spr = rand()
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if(spread)
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randomized_gun_spread = rand(0,spread)
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if(user.has_trait(TRAIT_POOR_AIM)) //nice shootin' tex
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bonus_spread += 25
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var/randomized_bonus_spread = rand(0, bonus_spread)
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if(burst_size > 1)
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firing_burst = TRUE
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for(var/i = 1 to burst_size)
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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))
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else
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if(chambered)
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if(user.has_trait(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.
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if(chambered.harmful) // Is the bullet chambered harmful?
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to_chat(user, "<span class='notice'> [src] is lethally chambered! You don't want to risk harming anyone...</span>")
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return
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sprd = round((rand() - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread))
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if(!chambered.fire_casing(target, user, params, , suppressed, zone_override, sprd))
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shoot_with_empty_chamber(user)
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return
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else
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if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
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shoot_live_shot(user, 1, target, message)
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else
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shoot_live_shot(user, 0, target, message)
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else
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shoot_with_empty_chamber(user)
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return
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process_chamber()
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update_icon()
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semicd = TRUE
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addtimer(CALLBACK(src, .proc/reset_semicd), fire_delay)
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if(user)
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user.update_inv_hands()
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SSblackbox.record_feedback("tally", "gun_fired", 1, type)
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return TRUE
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/obj/item/gun/proc/reset_semicd()
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semicd = FALSE
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/obj/item/gun/update_icon()
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..()
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cut_overlays()
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if(gun_light && can_flashlight)
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var/state = "flight[gun_light.on? "_on":""]" //Generic state.
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if(gun_light.icon_state in icon_states('icons/obj/guns/flashlights.dmi')) //Snowflake state?
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state = gun_light.icon_state
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var/mutable_appearance/flashlight_overlay = mutable_appearance('icons/obj/guns/flashlights.dmi', state)
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flashlight_overlay.pixel_x = flight_x_offset
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flashlight_overlay.pixel_y = flight_y_offset
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add_overlay(flashlight_overlay)
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if(bayonet && can_bayonet)
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var/state = "bayonet" //Generic state.
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if(bayonet.icon_state in icon_states('icons/obj/guns/bayonets.dmi')) //Snowflake state?
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state = bayonet.icon_state
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var/mutable_appearance/knife_overlay = mutable_appearance('icons/obj/guns/bayonets.dmi', state)
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knife_overlay.pixel_x = knife_x_offset
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knife_overlay.pixel_y = knife_y_offset
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add_overlay(knife_overlay)
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/obj/item/gun/attack(mob/M as mob, mob/user)
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if(user.a_intent == INTENT_HARM) //Flogging
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if(bayonet)
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M.attackby(bayonet, user)
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return
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else
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return ..()
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return
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/obj/item/gun/attack_obj(obj/O, mob/user)
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if(user.a_intent == INTENT_HARM)
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if(bayonet)
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O.attackby(bayonet, user)
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return
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return ..()
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/obj/item/gun/attackby(obj/item/I, mob/user, params)
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if(user.a_intent == INTENT_HARM)
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return ..()
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else if(istype(I, /obj/item/flashlight/seclite))
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if(!can_flashlight)
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return ..()
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var/obj/item/flashlight/seclite/S = I
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if(!gun_light)
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if(!user.transferItemToLoc(I, src))
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return
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to_chat(user, "<span class='notice'>You click \the [S] into place on \the [src].</span>")
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if(S.on)
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set_light(0)
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gun_light = S
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update_icon()
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update_gunlight(user)
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alight = new /datum/action/item_action/toggle_gunlight(src)
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if(loc == user)
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alight.Grant(user)
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else if(istype(I, /obj/item/kitchen/knife))
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if(!can_bayonet)
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return ..()
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var/obj/item/kitchen/knife/K = I
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if(!bayonet)
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if(!user.transferItemToLoc(I, src))
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return
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to_chat(user, "<span class='notice'>You attach \the [K] to the front of \the [src].</span>")
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bayonet = K
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update_icon()
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else if(istype(I, /obj/item/screwdriver))
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if(gun_light)
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var/obj/item/flashlight/seclite/S = gun_light
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to_chat(user, "<span class='notice'>You unscrew the seclite from \the [src].</span>")
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gun_light = null
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S.forceMove(get_turf(user))
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update_gunlight(user)
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S.update_brightness(user)
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update_icon()
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QDEL_NULL(alight)
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if(bayonet)
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var/obj/item/kitchen/knife/K = bayonet
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K.forceMove(get_turf(user))
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bayonet = null
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update_icon()
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else
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return ..()
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/obj/item/gun/proc/toggle_gunlight()
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if(!gun_light)
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return
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var/mob/living/carbon/human/user = usr
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gun_light.on = !gun_light.on
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to_chat(user, "<span class='notice'>You toggle the gunlight [gun_light.on ? "on":"off"].</span>")
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playsound(user, 'sound/weapons/empty.ogg', 100, 1)
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update_gunlight(user)
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return
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/obj/item/gun/proc/update_gunlight(mob/user = null)
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if(gun_light)
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if(gun_light.on)
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set_light(gun_light.brightness_on)
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else
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set_light(0)
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update_icon()
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else
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set_light(0)
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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/obj/item/gun/pickup(mob/user)
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..()
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if(azoom)
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azoom.Grant(user)
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if(alight)
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alight.Grant(user)
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/obj/item/gun/dropped(mob/user)
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..()
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if(zoomed)
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zoom(user,FALSE)
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if(azoom)
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azoom.Remove(user)
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if(alight)
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alight.Remove(user)
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/obj/item/gun/proc/handle_suicide(mob/living/carbon/human/user, mob/living/carbon/human/target, params)
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if(!ishuman(user) || !ishuman(target))
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return
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if(semicd)
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return
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if(user == target)
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target.visible_message("<span class='warning'>[user] sticks [src] in [user.p_their()] mouth, ready to pull the trigger...</span>", \
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"<span class='userdanger'>You stick [src] in your mouth, ready to pull the trigger...</span>")
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else
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target.visible_message("<span class='warning'>[user] points [src] at [target]'s head, ready to pull the trigger...</span>", \
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"<span class='userdanger'>[user] points [src] at your head, ready to pull the trigger...</span>")
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semicd = TRUE
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if(!do_mob(user, target, 120) || user.zone_selected != BODY_ZONE_PRECISE_MOUTH)
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if(user)
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if(user == target)
|
|
user.visible_message("<span class='notice'>[user] decided not to shoot.</span>")
|
|
else if(target && 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] pulls the trigger!</span>")
|
|
|
|
if(chambered && chambered.BB)
|
|
chambered.BB.damage *= 5
|
|
|
|
process_fire(target, user, TRUE, params)
|
|
|
|
/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
|
|
|
|
/////////////
|
|
// ZOOMING //
|
|
/////////////
|
|
|
|
/datum/action/toggle_scope_zoom
|
|
name = "Toggle Scope"
|
|
check_flags = AB_CHECK_CONSCIOUS|AB_CHECK_RESTRAINED|AB_CHECK_STUN|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)
|
|
|
|
/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/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.change_view(zoom_out_amt)
|
|
user.client.pixel_x = world.icon_size*_x
|
|
user.client.pixel_y = world.icon_size*_y
|
|
else
|
|
user.client.change_view(CONFIG_GET(string/default_view))
|
|
user.client.pixel_x = 0
|
|
user.client.pixel_y = 0
|
|
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
|