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* Improper forced qdel cleanup, some expanded del all verbs (#66595) * Removes all supurfolus uses of QDEL_HINT_LETMELIVE This define exists to allow abstract, sturucturally important things to opt out of being qdeleted. It does not exist to be a "Immune to everything" get out of jail free card. We have systems for this, and it's not appropriate here. This change is inherently breaking, because things might be improperly qdeling these things. Those issues will need to be resolved in future, as they pop up * Changes all needless uses of COMSIG_PARENT_PREQDELETED It exists for things that want to block the qdel. If that's not you, don't use it * Adds force and hard del verbs, for chip and break glass cases respectively The harddel verb comes with two options before it's run, to let you tailor it to your level of fucked * Damn you nova Adds proper parent returns instead of . = ..() Co-authored-by: Seth Scherer <supernovaa41@ gmx.com> * Ensures immortality talismans cannot delete their human if something goes fuckey. Thanks ath/oro for pointing this out Co-authored-by: Seth Scherer <supernovaa41@ gmx.com> * Improper forced qdel cleanup, some expanded del all verbs Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
289 lines
11 KiB
Plaintext
289 lines
11 KiB
Plaintext
/* SKYRAT EDIT REMOVAL - MOVED TO MODULAR FULLAUTO.DM
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#define AUTOFIRE_MOUSEUP 0
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#define AUTOFIRE_MOUSEDOWN 1
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/datum/component/automatic_fire
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var/client/clicker
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var/mob/living/shooter
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var/atom/target
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var/turf/target_loc //For dealing with locking on targets due to BYOND engine limitations (the mouse input only happening when mouse moves).
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var/autofire_stat = AUTOFIRE_STAT_IDLE
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var/mouse_parameters
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var/autofire_shot_delay = 0.3 SECONDS //Time between individual shots.
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var/mouse_status = AUTOFIRE_MOUSEUP //This seems hacky but there can be two MouseDown() without a MouseUp() in between if the user holds click and uses alt+tab, printscreen or similar.
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COOLDOWN_DECLARE(next_shot_cd)
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/datum/component/automatic_fire/Initialize(_autofire_shot_delay)
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. = ..()
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if(!isgun(parent))
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return COMPONENT_INCOMPATIBLE
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var/obj/item/gun = parent
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/wake_up)
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if(_autofire_shot_delay)
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autofire_shot_delay = _autofire_shot_delay
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if(autofire_stat == AUTOFIRE_STAT_IDLE && ismob(gun.loc))
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var/mob/user = gun.loc
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wake_up(src, user)
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/datum/component/automatic_fire/Destroy()
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autofire_off()
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return ..()
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/datum/component/automatic_fire/process(delta_time)
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if(autofire_stat != AUTOFIRE_STAT_FIRING)
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STOP_PROCESSING(SSprojectiles, src)
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return
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process_shot()
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/datum/component/automatic_fire/proc/wake_up(datum/source, mob/user, slot)
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SIGNAL_HANDLER
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if(autofire_stat == AUTOFIRE_STAT_ALERT)
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return //We've updated the firemode. No need for more.
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if(autofire_stat == AUTOFIRE_STAT_FIRING)
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stop_autofiring() //Let's stop shooting to avoid issues.
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return
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if(iscarbon(user))
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var/mob/living/carbon/arizona_ranger = user
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if(arizona_ranger.is_holding(parent))
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autofire_on(arizona_ranger.client)
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// There is a gun and there is a user wielding it. The component now waits for the mouse click.
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/datum/component/automatic_fire/proc/autofire_on(client/usercli)
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SIGNAL_HANDLER
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if(autofire_stat != AUTOFIRE_STAT_IDLE)
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return
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autofire_stat = AUTOFIRE_STAT_ALERT
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if(!QDELETED(usercli))
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clicker = usercli
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shooter = clicker.mob
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RegisterSignal(clicker, COMSIG_CLIENT_MOUSEDOWN, .proc/on_mouse_down)
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if(!QDELETED(shooter))
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RegisterSignal(shooter, COMSIG_MOB_LOGOUT, .proc/autofire_off)
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UnregisterSignal(shooter, COMSIG_MOB_LOGIN)
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RegisterSignal(parent, list(COMSIG_PARENT_QDELETING, COMSIG_ITEM_DROPPED), .proc/autofire_off)
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parent.RegisterSignal(src, COMSIG_AUTOFIRE_ONMOUSEDOWN, /obj/item/gun/.proc/autofire_bypass_check)
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parent.RegisterSignal(parent, COMSIG_AUTOFIRE_SHOT, /obj/item/gun/.proc/do_autofire)
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/datum/component/automatic_fire/proc/autofire_off(datum/source)
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SIGNAL_HANDLER
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if(autofire_stat == AUTOFIRE_STAT_IDLE)
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return
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if(autofire_stat == AUTOFIRE_STAT_FIRING)
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stop_autofiring()
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autofire_stat = AUTOFIRE_STAT_IDLE
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if(!QDELETED(clicker))
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UnregisterSignal(clicker, list(COMSIG_CLIENT_MOUSEDOWN, COMSIG_CLIENT_MOUSEUP, COMSIG_CLIENT_MOUSEDRAG))
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mouse_status = AUTOFIRE_MOUSEUP //In regards to the component there's no click anymore to care about.
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clicker = null
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if(!QDELETED(shooter))
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RegisterSignal(shooter, COMSIG_MOB_LOGIN, .proc/on_client_login)
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UnregisterSignal(shooter, COMSIG_MOB_LOGOUT)
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UnregisterSignal(parent, list(COMSIG_PARENT_QDELETING, COMSIG_ITEM_DROPPED))
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shooter = null
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parent.UnregisterSignal(parent, COMSIG_AUTOFIRE_SHOT)
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parent.UnregisterSignal(src, COMSIG_AUTOFIRE_ONMOUSEDOWN)
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/datum/component/automatic_fire/proc/on_client_login(mob/source)
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SIGNAL_HANDLER
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if(!source.client)
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return
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if(source.is_holding(parent))
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autofire_on(source.client)
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/datum/component/automatic_fire/proc/on_mouse_down(client/source, atom/_target, turf/location, control, params)
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SIGNAL_HANDLER
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var/list/modifiers = params2list(params) //If they're shift+clicking, for example, let's not have them accidentally shoot.
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if(LAZYACCESS(modifiers, SHIFT_CLICK))
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return
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if(LAZYACCESS(modifiers, CTRL_CLICK))
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return
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if(LAZYACCESS(modifiers, MIDDLE_CLICK))
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return
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if(LAZYACCESS(modifiers, RIGHT_CLICK))
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return
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if(LAZYACCESS(modifiers, ALT_CLICK))
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return
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if(source.mob.throw_mode)
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return
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if(!isturf(source.mob.loc)) //No firing inside lockers and stuff.
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return
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if(get_dist(source.mob, _target) < 2) //Adjacent clicking.
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return
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if(isnull(location) || istype(_target, /atom/movable/screen)) //Clicking on a screen object.
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if(_target.plane != CLICKCATCHER_PLANE) //The clickcatcher is a special case. We want the click to trigger then, under it.
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return //If we click and drag on our worn backpack, for example, we want it to open instead.
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_target = parse_caught_click_modifiers(modifiers, get_turf(source.eye), source)
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params = list2params(modifiers)
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if(!_target)
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CRASH("Failed to get the turf under clickcatcher")
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if(SEND_SIGNAL(src, COMSIG_AUTOFIRE_ONMOUSEDOWN, source, _target, location, control, params) & COMPONENT_AUTOFIRE_ONMOUSEDOWN_BYPASS)
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return
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source.click_intercept_time = world.time //From this point onwards Click() will no longer be triggered.
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if(autofire_stat == (AUTOFIRE_STAT_IDLE))
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CRASH("on_mouse_down() called with [autofire_stat] autofire_stat")
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if(autofire_stat == AUTOFIRE_STAT_FIRING)
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stop_autofiring() //This can happen if we click and hold and then alt+tab, printscreen or other such action. MouseUp won't be called then and it will keep autofiring.
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target = _target
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target_loc = get_turf(target)
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mouse_parameters = params
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INVOKE_ASYNC(src, .proc/start_autofiring)
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//Dakka-dakka
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/datum/component/automatic_fire/proc/start_autofiring()
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if(autofire_stat == AUTOFIRE_STAT_FIRING)
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return
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autofire_stat = AUTOFIRE_STAT_FIRING
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clicker.mouse_override_icon = 'icons/effects/mouse_pointers/weapon_pointer.dmi'
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clicker.mouse_pointer_icon = clicker.mouse_override_icon
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if(mouse_status == AUTOFIRE_MOUSEUP) //See mouse_status definition for the reason for this.
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RegisterSignal(clicker, COMSIG_CLIENT_MOUSEUP, .proc/on_mouse_up)
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mouse_status = AUTOFIRE_MOUSEDOWN
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RegisterSignal(shooter, COMSIG_MOB_SWAP_HANDS, .proc/stop_autofiring)
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if(isgun(parent))
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var/obj/item/gun/shoota = parent
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if(!shoota.on_autofire_start(shooter)) //This is needed because the minigun has a do_after before firing and signals are async.
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stop_autofiring()
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return
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if(autofire_stat != AUTOFIRE_STAT_FIRING)
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return //Things may have changed while on_autofire_start() was being processed, due to do_after's sleep.
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if(!process_shot()) //First shot is processed instantly.
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return //If it fails, such as when the gun is empty, then there's no need to schedule a second shot.
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START_PROCESSING(SSprojectiles, src)
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RegisterSignal(clicker, COMSIG_CLIENT_MOUSEDRAG, .proc/on_mouse_drag)
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/datum/component/automatic_fire/proc/on_mouse_up(datum/source, atom/object, turf/location, control, params)
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SIGNAL_HANDLER
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UnregisterSignal(clicker, COMSIG_CLIENT_MOUSEUP)
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mouse_status = AUTOFIRE_MOUSEUP
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if(autofire_stat == AUTOFIRE_STAT_FIRING)
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stop_autofiring()
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return COMPONENT_CLIENT_MOUSEUP_INTERCEPT
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/datum/component/automatic_fire/proc/stop_autofiring(datum/source, atom/object, turf/location, control, params)
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SIGNAL_HANDLER
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if(autofire_stat != AUTOFIRE_STAT_FIRING)
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return
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STOP_PROCESSING(SSprojectiles, src)
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autofire_stat = AUTOFIRE_STAT_ALERT
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if(clicker)
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clicker.mouse_override_icon = null
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clicker.mouse_pointer_icon = clicker.mouse_override_icon
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UnregisterSignal(clicker, COMSIG_CLIENT_MOUSEDRAG)
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if(!QDELETED(shooter))
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UnregisterSignal(shooter, COMSIG_MOB_SWAP_HANDS)
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target = null
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target_loc = null
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mouse_parameters = null
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/datum/component/automatic_fire/proc/on_mouse_drag(client/source, atom/src_object, atom/over_object, turf/src_location, turf/over_location, src_control, over_control, params)
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SIGNAL_HANDLER
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if(isnull(over_location)) //This happens when the mouse is over an inventory or screen object, or on entering deep darkness, for example.
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var/list/modifiers = params2list(params)
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var/new_target = parse_caught_click_modifiers(modifiers, get_turf(source.eye), source)
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params = list2params(modifiers)
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mouse_parameters = params
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if(!new_target)
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if(QDELETED(target)) //No new target acquired, and old one was deleted, get us out of here.
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stop_autofiring()
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CRASH("on_mouse_drag failed to get the turf under screen object [over_object.type]. Old target was incidentally QDELETED.")
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target = get_turf(target) //If previous target wasn't a turf, let's turn it into one to avoid locking onto a potentially moving target.
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target_loc = target
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CRASH("on_mouse_drag failed to get the turf under screen object [over_object.type]")
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target = new_target
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target_loc = new_target
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return
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target = over_object
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target_loc = get_turf(over_object)
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mouse_parameters = params
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/datum/component/automatic_fire/proc/process_shot()
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if(autofire_stat != AUTOFIRE_STAT_FIRING)
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return FALSE
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if(!COOLDOWN_FINISHED(src, next_shot_cd))
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return TRUE
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if(QDELETED(target) || get_turf(target) != target_loc) //Target moved or got destroyed since we last aimed.
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target = target_loc //So we keep firing on the emptied tile until we move our mouse and find a new target.
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if(get_dist(shooter, target) <= 0)
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target = get_step(shooter, shooter.dir) //Shoot in the direction faced if the mouse is on the same tile as we are.
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target_loc = target
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else if(!in_view_range(shooter, target))
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stop_autofiring() //Elvis has left the building.
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return FALSE
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shooter.face_atom(target)
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var/next_delay = autofire_shot_delay
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if(HAS_TRAIT(shooter, TRAIT_DOUBLE_TAP))
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next_delay = round(next_delay * 0.5)
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COOLDOWN_START(src, next_shot_cd, next_delay)
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if(SEND_SIGNAL(parent, COMSIG_AUTOFIRE_SHOT, target, shooter, mouse_parameters) & COMPONENT_AUTOFIRE_SHOT_SUCCESS)
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return TRUE
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stop_autofiring()
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return FALSE
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// Gun procs.
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/obj/item/gun/proc/on_autofire_start(mob/living/shooter)
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if(semicd || shooter.incapacitated() || !can_trigger_gun(shooter))
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return FALSE
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if(!can_shoot())
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shoot_with_empty_chamber(shooter)
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return FALSE
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var/obj/item/bodypart/other_hand = shooter.has_hand_for_held_index(shooter.get_inactive_hand_index())
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if(weapon_weight == WEAPON_HEAVY && (shooter.get_inactive_held_item() || !other_hand))
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to_chat(shooter, span_warning("You need two hands to fire [src]!"))
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return FALSE
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return TRUE
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/obj/item/gun/proc/autofire_bypass_check(datum/source, client/clicker, atom/target, turf/location, control, params)
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SIGNAL_HANDLER
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if(clicker.mob.get_active_held_item() != src)
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return COMPONENT_AUTOFIRE_ONMOUSEDOWN_BYPASS
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/obj/item/gun/proc/do_autofire(datum/source, atom/target, mob/living/shooter, params)
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SIGNAL_HANDLER
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if(semicd || shooter.incapacitated())
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return NONE
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if(!can_shoot())
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shoot_with_empty_chamber(shooter)
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return NONE
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INVOKE_ASYNC(src, .proc/do_autofire_shot, source, target, shooter, params)
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return COMPONENT_AUTOFIRE_SHOT_SUCCESS //All is well, we can continue shooting.
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/obj/item/gun/proc/do_autofire_shot(datum/source, atom/target, mob/living/shooter, params)
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var/obj/item/gun/akimbo_gun = shooter.get_inactive_held_item()
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var/bonus_spread = 0
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if(istype(akimbo_gun) && weapon_weight < WEAPON_MEDIUM)
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if(akimbo_gun.weapon_weight < WEAPON_MEDIUM && akimbo_gun.can_trigger_gun(shooter))
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bonus_spread = dual_wield_spread
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addtimer(CALLBACK(akimbo_gun, /obj/item/gun.proc/process_fire, target, shooter, TRUE, params, null, bonus_spread), 1)
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process_fire(target, shooter, TRUE, params, null, bonus_spread)
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#undef AUTOFIRE_MOUSEUP
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#undef AUTOFIRE_MOUSEDOWN
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*/
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