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## About The Pull Request The gun code is an absolute mess that seems to have been untouched for the better part of the decade and finally gave way due to the attack chain refactor. This PR is the first in my attempts to refactor this mess by making bayonet attachment a component instead of /obj/item/gun variables. Followup PRs may or may not be atomic changes or a monolith due to how horribly the original code is structured. ## Why It's Good For The Game Gun code is ancient, unmaintained, barely readable and started actively breaking in the past weeks. ## Changelog 🆑 refactor: Bayonet attachment is now a component. /🆑
213 lines
6.8 KiB
Plaintext
213 lines
6.8 KiB
Plaintext
/**
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* Component which allows you to attach a bayonet to an item,
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* be it a piece of clothing or a tool.
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*/
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/datum/component/bayonet_attachable
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/// Whenever we can remove the bayonet with a screwdriver
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var/removable = TRUE
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/// If passed, we wil simply update our item's icon_state when a bayonet is attached.
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/// Formatted as parent_base_state-[bayonet_icon_state-state]
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var/bayonet_icon_state
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/// If passed, we will use a specific overlay instead of using the knife itself
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/// The state to take from the bayonet overlay icon if supplied.
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var/bayonet_overlay
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/// This is the icon file it grabs the overlay from.
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var/bayonet_overlay_icon
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/// Offsets for the bayonet overlay
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var/offset_x = 0
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var/offset_y = 0
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/// If this component allows sawing off the parent gun/should be deleted when the parent gun is sawn off
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var/allow_sawnoff = FALSE
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// Internal vars
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/// Currently attached bayonet
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var/obj/item/bayonet
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/// Static typecache of all knives that can become bayonets
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var/static/list/valid_bayonets = typecacheof(list(/obj/item/knife/combat))
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/datum/component/bayonet_attachable/Initialize(
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obj/item/starting_bayonet,
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offset_x = 0,
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offset_y = 0,
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removable = TRUE,
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bayonet_icon_state = null,
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bayonet_overlay = "bayonet",
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bayonet_overlay_icon = 'icons/obj/weapons/guns/bayonets.dmi',
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allow_sawnoff = FALSE
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)
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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src.removable = removable
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src.bayonet_icon_state = bayonet_icon_state
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src.bayonet_overlay = bayonet_overlay
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src.bayonet_overlay_icon = bayonet_overlay_icon
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src.offset_x = offset_x
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src.offset_y = offset_y
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src.allow_sawnoff = allow_sawnoff
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if (istype(starting_bayonet))
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add_bayonet(starting_bayonet)
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/datum/component/bayonet_attachable/Destroy(force)
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if(bayonet)
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remove_bayonet()
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return ..()
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/datum/component/bayonet_attachable/RegisterWithParent()
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RegisterSignal(parent, COMSIG_OBJ_DECONSTRUCT, PROC_REF(on_parent_deconstructed))
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RegisterSignal(parent, COMSIG_ATOM_EXITED, PROC_REF(on_item_exit))
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RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_SCREWDRIVER), PROC_REF(on_screwdriver))
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_ICON_STATE, PROC_REF(on_update_icon_state))
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_update_overlays))
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RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(on_attackby))
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RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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RegisterSignal(parent, COMSIG_QDELETING, PROC_REF(on_parent_deleted))
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RegisterSignal(parent, COMSIG_ITEM_PRE_ATTACK, PROC_REF(on_pre_attack))
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RegisterSignal(parent, COMSIG_GUN_BEING_SAWNOFF, PROC_REF(on_being_sawnoff))
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RegisterSignal(parent, COMSIG_GUN_SAWN_OFF, PROC_REF(on_sawn_off))
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/datum/component/bayonet_attachable/UnregisterFromParent()
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UnregisterSignal(parent, list(
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COMSIG_OBJ_DECONSTRUCT,
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COMSIG_ATOM_EXITED,
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COMSIG_ATOM_TOOL_ACT(TOOL_SCREWDRIVER),
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COMSIG_ATOM_UPDATE_ICON_STATE,
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COMSIG_ATOM_UPDATE_OVERLAYS,
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COMSIG_ATOM_ATTACKBY,
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COMSIG_ATOM_EXAMINE,
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COMSIG_QDELETING,
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COMSIG_ITEM_PRE_ATTACK,
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COMSIG_GUN_BEING_SAWNOFF,
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COMSIG_GUN_SAWN_OFF,
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))
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/datum/component/bayonet_attachable/proc/on_examine(obj/item/source, mob/examiner, list/examine_list)
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SIGNAL_HANDLER
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if(isnull(bayonet))
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examine_list += "It has a <b>bayonet</b> lug on it."
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return
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examine_list += "It has \a [bayonet] [removable ? "" : "permanently "]affixed to it."
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if(removable)
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examine_list += span_info("[bayonet] looks like it can be <b>unscrewed</b> from [bayonet].")
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/datum/component/bayonet_attachable/proc/on_pre_attack(obj/item/source, atom/target, mob/living/user, params)
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SIGNAL_HANDLER
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if (isnull(bayonet) || !user.combat_mode)
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return NONE
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INVOKE_ASYNC(bayonet, TYPE_PROC_REF(/obj/item, melee_attack_chain), user, target, params)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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/datum/component/bayonet_attachable/proc/on_attackby(obj/item/source, obj/item/attacking_item, mob/attacker, params)
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SIGNAL_HANDLER
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if(!is_type_in_typecache(attacking_item, valid_bayonets))
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return
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if(bayonet)
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source.balloon_alert(attacker, "already has \a [bayonet]!")
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return
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if(!attacker.transferItemToLoc(attacking_item, source))
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return
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add_bayonet(attacking_item, attacker)
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source.balloon_alert(attacker, "attached")
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return COMPONENT_NO_AFTERATTACK
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/datum/component/bayonet_attachable/proc/add_bayonet(obj/item/new_bayonet, mob/attacher)
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if(bayonet)
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CRASH("[type] tried to add a new bayonet when it already had one.")
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bayonet = new_bayonet
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if(bayonet.loc != parent)
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bayonet.forceMove(parent)
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var/obj/item/item_parent = parent
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item_parent.update_appearance()
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/datum/component/bayonet_attachable/proc/remove_bayonet()
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bayonet = null
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var/obj/item/item_parent = parent
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item_parent.update_appearance()
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/datum/component/bayonet_attachable/proc/on_item_exit(obj/item/source, atom/movable/gone, direction)
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SIGNAL_HANDLER
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if(gone == bayonet)
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remove_bayonet()
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/datum/component/bayonet_attachable/proc/on_parent_deconstructed(obj/item/source, disassembled)
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SIGNAL_HANDLER
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if(QDELETED(bayonet) || !removable)
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remove_bayonet()
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return
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bayonet.forceMove(source.drop_location())
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/datum/component/bayonet_attachable/proc/on_screwdriver(obj/item/source, mob/user, obj/item/tool)
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SIGNAL_HANDLER
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if(!bayonet || !removable)
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return
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INVOKE_ASYNC(src, PROC_REF(unscrew_bayonet), source, user, tool)
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return ITEM_INTERACT_BLOCKING
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/datum/component/bayonet_attachable/proc/unscrew_bayonet(obj/item/source, mob/user, obj/item/tool)
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tool?.play_tool_sound(source)
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source.balloon_alert(user, "unscrewed [bayonet]")
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var/obj/item/to_remove = bayonet
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to_remove.forceMove(source.drop_location())
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if(source.Adjacent(user) && !issilicon(user))
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user.put_in_hands(to_remove)
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/datum/component/bayonet_attachable/proc/on_update_overlays(obj/item/source, list/overlays)
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SIGNAL_HANDLER
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if(!bayonet_overlay || !bayonet_overlay_icon)
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return
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if(!bayonet)
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return
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var/mutable_appearance/bayonet_appearance = mutable_appearance(bayonet_overlay_icon, bayonet_overlay)
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bayonet_appearance.pixel_x = offset_x
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bayonet_appearance.pixel_y = offset_y
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overlays += bayonet_appearance
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/datum/component/bayonet_attachable/proc/on_update_icon_state(obj/item/source)
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SIGNAL_HANDLER
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if(!bayonet_icon_state)
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return
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var/base_state = source.base_icon_state || initial(source.icon_state)
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if(bayonet)
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source.icon_state = "[base_state]-[bayonet_icon_state]"
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else if(source.icon_state != base_state)
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source.icon_state = base_state
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/datum/component/bayonet_attachable/proc/on_parent_deleted(obj/item/source)
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SIGNAL_HANDLER
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QDEL_NULL(bayonet)
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/datum/component/bayonet_attachable/proc/on_being_sawnoff(obj/item/source, mob/user)
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SIGNAL_HANDLER
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if (!bayonet || allow_sawnoff)
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return
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source.balloon_alert(user, "bayonet must be removed!")
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return COMPONENT_CANCEL_SAWING_OFF
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/datum/component/bayonet_attachable/proc/on_sawn_off(obj/item/source, mob/user)
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SIGNAL_HANDLER
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if (!allow_sawnoff)
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qdel(src)
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