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Bubberstation/code/modules/wiremod/shell/gun.dm
AnturK 4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00

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/**
* # Circuit Gun
*
* A gun that lets you fire projectiles to enact circuitry.
*/
/obj/item/gun/energy/wiremod_gun
name = "circuit gun"
desc = "A gun that fires projectiles able to control circuitry. It can recharge using power from an attached circuit."
icon = 'icons/obj/wiremod.dmi'
icon_state = "setup_gun"
ammo_type = list(/obj/item/ammo_casing/energy/wiremod_gun)
cell_type = /obj/item/stock_parts/cell/emproof/wiremod_gun
item_flags = NONE
light_system = MOVABLE_LIGHT_DIRECTIONAL
light_on = FALSE
automatic_charge_overlays = FALSE
trigger_guard = TRIGGER_GUARD_ALLOW_ALL
gun_flags = NOT_A_REAL_GUN
/obj/item/ammo_casing/energy/wiremod_gun
projectile_type = /obj/projectile/energy/wiremod_gun
harmful = FALSE
select_name = "circuit"
fire_sound = 'sound/weapons/blaster.ogg'
/obj/projectile/energy/wiremod_gun
name = "scanning beam"
icon_state = "energy"
nodamage = TRUE
damage = 0
range = 7
/obj/item/stock_parts/cell/emproof/wiremod_gun
maxcharge = 100
/obj/item/gun/energy/wiremod_gun/Initialize(mapload)
. = ..()
AddComponent(/datum/component/shell, list(
new /obj/item/circuit_component/wiremod_gun()
), SHELL_CAPACITY_MEDIUM)
/obj/item/circuit_component/wiremod_gun
display_name = "Gun"
desc = "Used to receive entities hit by projectiles from a gun."
/// Called when a projectile hits
var/datum/port/output/signal
/// The shooter
var/datum/port/output/shooter
/// The entity being shot
var/datum/port/output/shot
/obj/item/circuit_component/wiremod_gun/Initialize(mapload)
. = ..()
shooter = add_output_port("Shooter", PORT_TYPE_ATOM)
shot = add_output_port("Shot Entity", PORT_TYPE_ATOM)
signal = add_output_port("Shot", PORT_TYPE_SIGNAL)
/obj/item/circuit_component/wiremod_gun/register_shell(atom/movable/shell)
RegisterSignal(shell, COMSIG_PROJECTILE_ON_HIT, PROC_REF(handle_shot))
if(istype(shell, /obj/item/gun/energy))
RegisterSignal(shell, COMSIG_GUN_CHAMBER_PROCESSED, PROC_REF(handle_chamber))
/obj/item/circuit_component/wiremod_gun/unregister_shell(atom/movable/shell)
UnregisterSignal(shell, list(COMSIG_PROJECTILE_ON_HIT, COMSIG_GUN_CHAMBER_PROCESSED))
/**
* Called when the shell item shoots something
*/
/obj/item/circuit_component/wiremod_gun/proc/handle_shot(atom/source, mob/firer, atom/target, angle)
SIGNAL_HANDLER
playsound(source, get_sfx(SFX_TERMINAL_TYPE), 25, FALSE)
shooter.set_output(firer)
shot.set_output(target)
signal.set_output(COMPONENT_SIGNAL)
/**
* Called when the shell item processes a new chamber
*/
/obj/item/circuit_component/wiremod_gun/proc/handle_chamber(atom/source)
SIGNAL_HANDLER
if(!parent?.cell)
return
var/obj/item/gun/energy/fired_gun = source
var/totransfer = min(100, parent.cell.charge)
var/transferred = fired_gun.cell.give(totransfer)
parent.cell.use(transferred)