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780 lines
30 KiB
Plaintext
780 lines
30 KiB
Plaintext
///Subtype for any kind of ballistic gun
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///This has a shitload of vars on it, and I'm sorry for that, but it does make making new subtypes really easy
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/obj/item/gun/ballistic
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desc = "Now comes in flavors like GUN. Uses 10mm ammo, for some reason."
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name = "projectile gun"
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icon_state = "debug"
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w_class = WEIGHT_CLASS_NORMAL
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pickup_sound = 'sound/items/handling/gun/gun_pick_up.ogg'
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drop_sound = 'sound/items/handling/gun/gun_drop.ogg'
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sound_vary = TRUE
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///sound when inserting magazine
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var/load_sound = 'sound/items/weapons/gun/general/magazine_insert_full.ogg'
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///sound when inserting an empty magazine
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var/load_empty_sound = 'sound/items/weapons/gun/general/magazine_insert_empty.ogg'
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///volume of loading sound
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var/load_sound_volume = 40
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///whether loading sound should vary
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var/load_sound_vary = TRUE
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///sound of racking
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var/rack_sound = 'sound/items/weapons/gun/general/bolt_rack.ogg'
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///volume of racking
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var/rack_sound_volume = 60
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///whether racking sound should vary
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var/rack_sound_vary = TRUE
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///sound of when the bolt is locked back manually
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var/lock_back_sound = 'sound/items/weapons/gun/general/slide_lock_1.ogg'
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///volume of lock back
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var/lock_back_sound_volume = 60
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///whether lock back varies
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var/lock_back_sound_vary = TRUE
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///Sound of ejecting a magazine
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var/eject_sound = 'sound/items/weapons/gun/general/magazine_remove_full.ogg'
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///sound of ejecting an empty magazine
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var/eject_empty_sound = 'sound/items/weapons/gun/general/magazine_remove_empty.ogg'
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///volume of ejecting a magazine
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var/eject_sound_volume = 40
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///whether eject sound should vary
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var/eject_sound_vary = TRUE
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///sound of dropping the bolt or releasing a slide
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var/bolt_drop_sound = 'sound/items/weapons/gun/general/bolt_drop.ogg'
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///volume of bolt drop/slide release
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var/bolt_drop_sound_volume = 60
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///empty alarm sound (if enabled)
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var/empty_alarm_sound = 'sound/items/weapons/gun/general/empty_alarm.ogg'
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///empty alarm volume sound
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var/empty_alarm_volume = 70
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///whether empty alarm sound varies
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var/empty_alarm_vary = TRUE
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///Whether our gun clicks when it approaches an empty magazine/chamber
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var/click_on_low_ammo = TRUE
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/// What type (includes subtypes) of magazine will this gun accept being put into it
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var/obj/item/ammo_box/magazine/accepted_magazine_type = /obj/item/ammo_box/magazine/m10mm
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/// Whether the gun will spawn loaded with a magazine
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var/spawnwithmagazine = TRUE
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/// Change this if the gun should spawn with a different magazine type to what accepted_magazine_type defines. Will create errors if not a type or subtype of accepted magazine.
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var/obj/item/ammo_box/magazine/spawn_magazine_type
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///Whether the sprite has a visible magazine or not
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var/mag_display = TRUE
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///Whether the sprite has a visible ammo display or not
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var/mag_display_ammo = FALSE
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///Whether the sprite has a visible indicator for being empty or not.
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var/empty_indicator = FALSE
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///Whether the gun alarms when empty or not.
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var/empty_alarm = FALSE
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///Whether the gun supports multiple special mag types
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var/special_mags = FALSE
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/**
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* The bolt type controls how the gun functions, and what iconstates you'll need to represent those functions.
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* BOLT_TYPE_STANDARD - The Slide doesn't lock back. Clicking on it will only cycle the bolt. Only 1 sprite.
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* BOLT_TYPE_OPEN - Same as standard, but it fires directly from the magazine - No need to rack. Doesn't hold the bullet when you drop the mag.
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* BOLT_TYPE_LOCKING - This is most handguns and bolt action rifles. The bolt will lock back when it's empty. You need yourgun_bolt and yourgun_bolt_locked icon states.
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* BOLT_TYPE_NO_BOLT - This is shotguns and revolvers. clicking will dump out all the bullets in the gun, spent or not.
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* see combat.dm defines for bolt types: BOLT_TYPE_STANDARD; BOLT_TYPE_LOCKING; BOLT_TYPE_OPEN; BOLT_TYPE_NO_BOLT
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**/
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var/bolt_type = BOLT_TYPE_STANDARD
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///Used for locking bolt and open bolt guns. Set a bit differently for the two but prevents firing when true for both.
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var/bolt_locked = FALSE
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var/show_bolt_icon = TRUE ///Hides the bolt icon.
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///Whether the gun has to be racked each shot or not.
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var/semi_auto = TRUE
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///Actual magazine currently contained within the gun
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var/obj/item/ammo_box/magazine/magazine
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///whether the gun ejects the chambered casing
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var/casing_ejector = TRUE
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///Whether the gun has an internal magazine or a detatchable one. Overridden by BOLT_TYPE_NO_BOLT.
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var/internal_magazine = FALSE
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///Phrasing of the bolt in examine and notification messages; ex: bolt, slide, etc.
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var/bolt_wording = "bolt"
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///Phrasing of the magazine in examine and notification messages; ex: magazine, box, etx
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var/magazine_wording = "magazine"
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///Phrasing of the cartridge in examine and notification messages; ex: bullet, shell, dart, etc.
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var/cartridge_wording = "bullet"
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///length between individual racks
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var/rack_delay = 5
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///time of the most recent rack, used for cooldown purposes
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var/recent_rack = 0
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///Whether the gun can be tacloaded by slapping a fresh magazine directly on it
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var/tac_reloads = TRUE //Snowflake mechanic no more.
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///Whether we need to hold the gun in our off-hand to load it. FALSE means we can load it literally anywhere. Important for weapons like bows.
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var/must_hold_to_load = FALSE
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///Whether the gun can be sawn off by sawing tools
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var/can_be_sawn_off = FALSE
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var/suppressor_x_offset ///pixel offset for the suppressor overlay on the x axis.
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var/suppressor_y_offset ///pixel offset for the suppressor overlay on the y axis.
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/// Check if you are able to see if a weapon has a bullet loaded in or not.
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var/hidden_chambered = FALSE
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// Gun internal magazine modification and misfiring
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///Can we modify our ammo type in this gun's internal magazine?
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var/can_modify_ammo = FALSE
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///our initial ammo type. Should match initial caliber, but a bit of redundency doesn't hurt.
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var/initial_caliber
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///our alternative ammo type.
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var/alternative_caliber
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///our initial fire sound. same reasons for initial caliber
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var/initial_fire_sound
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///our alternative fire sound, in case we want our gun to be louder or quieter or whatever
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var/alternative_fire_sound
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///If only our alternative ammuntion misfires and not our main ammunition, we set this to TRUE
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var/alternative_ammo_misfires = FALSE
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/// Misfire Variables ///
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/// Whether our ammo misfires now or when it's set by the wrench_act. TRUE means it misfires.
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var/can_misfire = FALSE
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///How likely is our gun to misfire?
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var/misfire_probability = 0
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///How much does shooting the gun increment the misfire probability?
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var/misfire_percentage_increment = 0
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///What is the cap on our misfire probability? Do not set this to 100.
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var/misfire_probability_cap = 25
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/// Fire Selector Variables ///
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/// Tracks the firemode of burst weapons. TRUE means it is in burst mode.
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var/burst_fire_selection = FALSE
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/// If it has an icon for a selector switch indicating current firemode.
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var/selector_switch_icon = FALSE
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/obj/item/gun/ballistic/Initialize(mapload)
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. = ..()
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if(!spawn_magazine_type)
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spawn_magazine_type = accepted_magazine_type
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if (!spawnwithmagazine)
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bolt_locked = TRUE
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update_appearance()
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return
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if (!magazine)
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magazine = new spawn_magazine_type(src)
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if(!istype(magazine, accepted_magazine_type))
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CRASH("[src] spawned with a magazine type that isn't allowed by its accepted_magazine_type!")
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if(bolt_type == BOLT_TYPE_STANDARD || internal_magazine) //Internal magazines shouldn't get magazine + 1.
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chamber_round()
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else
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chamber_round(replace_new_round = TRUE)
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update_appearance()
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RegisterSignal(src, COMSIG_ITEM_RECHARGED, PROC_REF(instant_reload))
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/obj/item/gun/ballistic/Destroy()
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QDEL_NULL(magazine)
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return ..()
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/obj/item/gun/ballistic/add_weapon_description()
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AddElement(/datum/element/weapon_description, attached_proc = PROC_REF(add_notes_ballistic))
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/obj/item/gun/ballistic/fire_sounds()
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var/max_ammo = magazine?.max_ammo || initial(spawn_magazine_type.max_ammo)
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var/current_ammo = get_ammo()
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var/frequency_to_use = sin((90 / max_ammo) * current_ammo)
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var/click_frequency_to_use = 1 - frequency_to_use * 0.75
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var/play_click = round(sqrt(max_ammo * 2)) > current_ammo
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if(suppressed)
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playsound(src, suppressed_sound, suppressed_volume, vary_fire_sound, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0)
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if(play_click && click_on_low_ammo)
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playsound(src, 'sound/items/weapons/gun/general/ballistic_click.ogg', suppressed_volume, vary_fire_sound, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0, frequency = click_frequency_to_use)
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else
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playsound(src, fire_sound, fire_sound_volume, vary_fire_sound)
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if(play_click && click_on_low_ammo)
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playsound(src, 'sound/items/weapons/gun/general/ballistic_click.ogg', fire_sound_volume, vary_fire_sound, frequency = click_frequency_to_use)
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/**
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*
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* Outputs type-specific weapon stats for ballistic weaponry based on its magazine and its caliber.
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* It contains extra breaks for the sake of presentation
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*
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**/
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/obj/item/gun/ballistic/proc/add_notes_ballistic()
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if(magazine) // Make sure you have a magazine, to get the notes from
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return "\n[magazine.add_notes_box()]"
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else if(chambered) // if you don't have a magazine, is there something chambered?
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return "\n[chambered.add_notes_ammo()]"
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else // we have a very expensive mechanical paperweight.
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return "\nThe lack of magazine and usable cartridge in chamber makes its usefulness questionable, at best."
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/obj/item/gun/ballistic/vv_edit_var(vname, vval)
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. = ..()
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if(vname in list(NAMEOF(src, suppressor_x_offset), NAMEOF(src, suppressor_y_offset), NAMEOF(src, internal_magazine), NAMEOF(src, magazine), NAMEOF(src, chambered), NAMEOF(src, empty_indicator), NAMEOF(src, sawn_off), NAMEOF(src, bolt_locked), NAMEOF(src, bolt_type)))
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update_appearance()
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/obj/item/gun/ballistic/update_icon_state()
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if(current_skin)
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icon_state = "[unique_reskin[current_skin]][sawn_off ? "_sawn" : ""]"
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else
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icon_state = "[base_icon_state || initial(icon_state)][sawn_off ? "_sawn" : ""]"
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return ..()
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/obj/item/gun/ballistic/update_overlays()
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. = ..()
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if(selector_switch_icon)
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switch(burst_fire_selection)
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if(FALSE)
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. += "[initial(icon_state)]_semi"
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if(TRUE)
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. += "[initial(icon_state)]_burst"
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if(show_bolt_icon)
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if (bolt_type == BOLT_TYPE_LOCKING)
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. += "[icon_state]_bolt[bolt_locked ? "_locked" : ""]"
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if (bolt_type == BOLT_TYPE_OPEN && bolt_locked)
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. += "[icon_state]_bolt"
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if(suppressed && can_unsuppress) // if it can't be unsuppressed, we assume the suppressor is integrated into the gun itself and don't generate an overlay
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var/mutable_appearance/MA = mutable_appearance(icon, "[icon_state]_suppressor")
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if(suppressor_x_offset)
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MA.pixel_x = suppressor_x_offset
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if(suppressor_y_offset)
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MA.pixel_y = suppressor_y_offset
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. += MA
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if(!chambered && empty_indicator) //this is duplicated in c20's update_overlayss due to a layering issue with the select fire icon.
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. += "[icon_state]_empty"
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if(gun_flags & TOY_FIREARM_OVERLAY)
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. += "[icon_state]_toy"
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if(!magazine || internal_magazine || !mag_display)
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return
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if(special_mags)
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. += "[icon_state]_mag_[initial(magazine.icon_state)]"
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if(mag_display_ammo && !magazine.ammo_count())
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. += "[icon_state]_mag_empty"
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return
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. += "[icon_state]_mag"
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if(!mag_display_ammo)
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return
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var/capacity_number
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switch(get_ammo() / magazine.max_ammo)
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if(1 to INFINITY) //cause we can have one in the chamber.
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capacity_number = 100
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if(0.8 to 1)
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capacity_number = 80
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if(0.6 to 0.8)
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capacity_number = 60
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if(0.4 to 0.6)
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capacity_number = 40
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if(0.2 to 0.4)
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capacity_number = 20
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if(capacity_number)
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. += "[icon_state]_mag_[capacity_number]"
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/obj/item/gun/ballistic/ui_action_click(mob/user, actiontype)
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if(istype(actiontype, /datum/action/item_action/toggle_firemode))
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burst_select()
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else
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..()
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/obj/item/gun/ballistic/proc/burst_select()
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var/mob/living/carbon/human/user = usr
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burst_fire_selection = !burst_fire_selection
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if(!burst_fire_selection)
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burst_size = 1
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fire_delay = 0
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balloon_alert(user, "switched to semi-automatic")
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else
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burst_size = initial(burst_size)
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fire_delay = initial(fire_delay)
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balloon_alert(user, "switched to [burst_size]-round burst")
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playsound(user, 'sound/items/weapons/empty.ogg', 100, TRUE)
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update_appearance()
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update_item_action_buttons()
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/obj/item/gun/ballistic/handle_chamber(empty_chamber = TRUE, from_firing = TRUE, chamber_next_round = TRUE)
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if(!semi_auto && from_firing)
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return
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var/obj/item/ammo_casing/casing = chambered //Find chambered round
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if(istype(casing)) //there's a chambered round
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if(QDELING(casing))
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stack_trace("Trying to move a qdeleted casing of type [casing.type]!")
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chambered = null
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else if(casing_ejector || !from_firing)
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casing.forceMove(drop_location()) //Eject casing onto ground.
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if(!QDELETED(casing))
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casing.bounce_away(TRUE)
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SEND_SIGNAL(casing, COMSIG_CASING_EJECTED)
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else if(empty_chamber)
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clear_chambered()
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if (chamber_next_round && (magazine?.max_ammo > 1))
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chamber_round()
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///Used to chamber a new round and eject the old one
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/obj/item/gun/ballistic/proc/chamber_round(spin_cylinder, replace_new_round)
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if (chambered || !magazine)
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return
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if (magazine.ammo_count())
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chambered = magazine.get_round((bolt_type == BOLT_TYPE_OPEN && !bolt_locked) || bolt_type == BOLT_TYPE_NO_BOLT)
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if (bolt_type != BOLT_TYPE_OPEN && !(internal_magazine && bolt_type == BOLT_TYPE_NO_BOLT))
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chambered.forceMove(src)
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else
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RegisterSignal(chambered, COMSIG_MOVABLE_MOVED, PROC_REF(clear_chambered))
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if(replace_new_round)
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magazine.give_round(new chambered.type)
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/obj/item/gun/ballistic/proc/clear_chambered(datum/source)
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SIGNAL_HANDLER
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UnregisterSignal(chambered, COMSIG_MOVABLE_MOVED)
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chambered = null
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///updates a bunch of racking related stuff and also handles the sound effects and the like
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/obj/item/gun/ballistic/proc/rack(mob/user = null)
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if (bolt_type == BOLT_TYPE_NO_BOLT) //If there's no bolt, nothing to rack
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return
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if (bolt_type == BOLT_TYPE_OPEN)
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if(!bolt_locked) //If it's an open bolt, racking again would do nothing
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if (user)
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balloon_alert(user, "[bolt_wording] already cocked!")
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return
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bolt_locked = FALSE
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if (user)
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balloon_alert(user, "[bolt_wording] racked")
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process_chamber(!chambered, FALSE)
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if (bolt_type == BOLT_TYPE_LOCKING && !chambered)
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bolt_locked = TRUE
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playsound(src, lock_back_sound, lock_back_sound_volume, lock_back_sound_vary)
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else
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playsound(src, rack_sound, rack_sound_volume, rack_sound_vary)
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update_appearance()
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///Drops the bolt from a locked position
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/obj/item/gun/ballistic/proc/drop_bolt(mob/user = null)
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playsound(src, bolt_drop_sound, bolt_drop_sound_volume, FALSE)
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if (user)
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balloon_alert(user, "[bolt_wording] dropped")
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chamber_round()
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bolt_locked = FALSE
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update_appearance()
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///Handles all the logic needed for magazine insertion
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/obj/item/gun/ballistic/proc/insert_magazine(mob/user, obj/item/ammo_box/magazine/AM, display_message = TRUE)
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if(!istype(AM, accepted_magazine_type))
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balloon_alert(user, "[AM.name] doesn't fit!")
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return FALSE
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if(user.transferItemToLoc(AM, src))
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magazine = AM
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if (display_message)
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balloon_alert(user, "[magazine_wording] loaded")
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if (magazine.ammo_count())
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playsound(src, load_sound, load_sound_volume, load_sound_vary)
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else
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playsound(src, load_empty_sound, load_sound_volume, load_sound_vary)
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if (bolt_type == BOLT_TYPE_OPEN && !bolt_locked)
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chamber_round()
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update_appearance()
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return TRUE
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else
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to_chat(user, span_warning("You cannot seem to get [src] out of your hands!"))
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return FALSE
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///Handles all the logic of magazine ejection, if tac_load is set that magazine will be tacloaded in the place of the old eject
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/obj/item/gun/ballistic/proc/eject_magazine(mob/user, display_message = TRUE, obj/item/ammo_box/magazine/tac_load = null)
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if(bolt_type == BOLT_TYPE_OPEN)
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chambered = null
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if (magazine.ammo_count())
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playsound(src, eject_sound, eject_sound_volume, eject_sound_vary)
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else
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playsound(src, eject_empty_sound, eject_sound_volume, eject_sound_vary)
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magazine.forceMove(drop_location())
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var/obj/item/ammo_box/magazine/old_mag = magazine
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if (tac_load)
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if (insert_magazine(user, tac_load, FALSE))
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balloon_alert(user, "[magazine_wording] swapped")
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else
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to_chat(user, span_warning("You dropped the old [magazine_wording], but the new one doesn't fit. How embarassing."))
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magazine = null
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else
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magazine = null
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user.put_in_hands(old_mag)
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old_mag.update_appearance()
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if (display_message)
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balloon_alert(user, "[magazine_wording] unloaded")
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update_appearance()
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/obj/item/gun/ballistic/can_shoot()
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return chambered?.loaded_projectile
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/obj/item/gun/ballistic/attackby(obj/item/A, mob/user, params)
|
|
. = ..()
|
|
if (.)
|
|
return
|
|
if (!internal_magazine && istype(A, /obj/item/ammo_box/magazine))
|
|
// SKYRAT EDIT ADDITION START - this return is intentional; we do not want to run TG's version of this case handling
|
|
if(handle_magazine(user, A))
|
|
return
|
|
// SKYRAT EDIT ADDITION END
|
|
var/obj/item/ammo_box/magazine/AM = A
|
|
if (!magazine)
|
|
insert_magazine(user, AM)
|
|
else
|
|
if (tac_reloads)
|
|
eject_magazine(user, FALSE, AM)
|
|
else
|
|
balloon_alert(user, "already loaded!")
|
|
return
|
|
if (isammocasing(A) || istype(A, /obj/item/ammo_box))
|
|
if (must_hold_to_load && !check_if_held(user))
|
|
return
|
|
if (bolt_type == BOLT_TYPE_NO_BOLT || internal_magazine)
|
|
if (chambered && !chambered.loaded_projectile)
|
|
chambered.forceMove(drop_location())
|
|
if(chambered != magazine?.stored_ammo[1])
|
|
magazine.stored_ammo -= chambered
|
|
chambered = null
|
|
var/num_loaded = magazine?.attackby(A, user, params, TRUE)
|
|
if (num_loaded)
|
|
handle_box_reload(user, A, num_loaded) // SKYRAT EDIT CHANGE - ORIGINAL: balloon_alert(user, "[num_loaded] [cartridge_wording]\s loaded")
|
|
playsound(src, load_sound, load_sound_volume, load_sound_vary)
|
|
if (chambered == null && bolt_type == BOLT_TYPE_NO_BOLT)
|
|
chamber_round()
|
|
SEND_SIGNAL(src, COMSIG_UPDATE_AMMO_HUD) // SKYRAT EDIT ADDITION - this is normally done by handle_magazine which does not get called so we have to do it manually here
|
|
A.update_appearance()
|
|
update_appearance()
|
|
return
|
|
if(istype(A, /obj/item/suppressor))
|
|
var/obj/item/suppressor/S = A
|
|
if(!can_suppress)
|
|
balloon_alert(user, "[S.name] doesn't fit!")
|
|
return
|
|
if(!user.is_holding(src))
|
|
balloon_alert(user, "not in hand!")
|
|
return
|
|
if(suppressed)
|
|
balloon_alert(user, "already has a supressor!")
|
|
return
|
|
if(user.transferItemToLoc(A, src))
|
|
balloon_alert(user, "[S.name] attached")
|
|
install_suppressor(A)
|
|
return
|
|
if (can_be_sawn_off)
|
|
if (sawoff(user, A))
|
|
return
|
|
|
|
if(misfire_probability && istype(A, /obj/item/stack/sheet/cloth))
|
|
if(guncleaning(user, A))
|
|
return
|
|
|
|
return FALSE
|
|
|
|
/obj/item/gun/ballistic/proc/check_if_held(mob/user)
|
|
if(src != user.get_inactive_held_item())
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/obj/item/gun/ballistic/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
|
|
var/could_it_misfire = (can_misfire && chambered.can_misfire != FALSE) || chambered.can_misfire
|
|
if(target != user && chambered.loaded_projectile && could_it_misfire && prob(misfire_probability) && blow_up(user))
|
|
to_chat(user, span_userdanger("[src] misfires!"))
|
|
return
|
|
|
|
if (sawn_off)
|
|
bonus_spread += SAWN_OFF_ACC_PENALTY
|
|
|
|
return ..()
|
|
|
|
/obj/item/gun/ballistic/shoot_live_shot(mob/living/user, pointblank = 0, atom/pbtarget = null, message = 1)
|
|
if(isnull(chambered))
|
|
return ..()
|
|
if(can_misfire && chambered.can_misfire != FALSE)
|
|
misfire_probability += misfire_percentage_increment
|
|
misfire_probability = clamp(misfire_probability, 0, misfire_probability_cap)
|
|
if(chambered.can_misfire)
|
|
misfire_probability += chambered.misfire_increment
|
|
misfire_probability = clamp(misfire_probability, 0, misfire_probability_cap)
|
|
return ..()
|
|
|
|
///Installs a new suppressor, assumes that the suppressor is already in the contents of src
|
|
/obj/item/gun/ballistic/proc/install_suppressor(obj/item/suppressor/S)
|
|
suppressed = S
|
|
update_weight_class(w_class + S.w_class) //so pistols do not fit in pockets when suppressed
|
|
update_appearance()
|
|
|
|
/obj/item/gun/ballistic/clear_suppressor()
|
|
if(!can_unsuppress)
|
|
return
|
|
if(isitem(suppressed))
|
|
var/obj/item/I = suppressed
|
|
update_weight_class(w_class - I.w_class)
|
|
return ..()
|
|
|
|
/obj/item/gun/ballistic/click_alt(mob/user)
|
|
if(!suppressed || !can_unsuppress)
|
|
return CLICK_ACTION_BLOCKING
|
|
var/obj/item/suppressor/S = suppressed
|
|
if(!user.is_holding(src))
|
|
return CLICK_ACTION_BLOCKING
|
|
balloon_alert(user, "[S.name] removed")
|
|
user.put_in_hands(S)
|
|
clear_suppressor()
|
|
return CLICK_ACTION_SUCCESS
|
|
|
|
///Prefire empty checks for the bolt drop
|
|
/obj/item/gun/ballistic/proc/prefire_empty_checks()
|
|
if (!chambered && !get_ammo())
|
|
if (bolt_type == BOLT_TYPE_OPEN && !bolt_locked)
|
|
bolt_locked = TRUE
|
|
playsound(src, bolt_drop_sound, bolt_drop_sound_volume)
|
|
update_appearance()
|
|
|
|
///postfire empty checks for bolt locking and sound alarms
|
|
/obj/item/gun/ballistic/proc/postfire_empty_checks(last_shot_succeeded)
|
|
if (!chambered && !get_ammo())
|
|
if (empty_alarm && last_shot_succeeded)
|
|
playsound(src, empty_alarm_sound, empty_alarm_volume, empty_alarm_vary)
|
|
update_appearance()
|
|
if (last_shot_succeeded && bolt_type == BOLT_TYPE_LOCKING && semi_auto)
|
|
bolt_locked = TRUE
|
|
update_appearance()
|
|
|
|
/obj/item/gun/ballistic/fire_gun(atom/target, mob/living/user, flag, params)
|
|
prefire_empty_checks()
|
|
. = ..() //The gun actually firing
|
|
postfire_empty_checks(.)
|
|
|
|
//ATTACK HAND IGNORING PARENT RETURN VALUE
|
|
/obj/item/gun/ballistic/attack_hand(mob/user, list/modifiers)
|
|
if(!internal_magazine && loc == user && user.is_holding(src) && magazine)
|
|
eject_magazine(user)
|
|
return
|
|
return ..()
|
|
|
|
/obj/item/gun/ballistic/attack_self(mob/living/user)
|
|
if(!internal_magazine && magazine)
|
|
if(!magazine.ammo_count())
|
|
eject_magazine(user)
|
|
return
|
|
if(bolt_type == BOLT_TYPE_NO_BOLT)
|
|
var/num_unloaded = 0
|
|
for(var/obj/item/ammo_casing/CB as anything in get_ammo_list(FALSE))
|
|
CB.forceMove(drop_location())
|
|
CB.bounce_away(FALSE, NONE)
|
|
num_unloaded++
|
|
var/turf/T = get_turf(drop_location())
|
|
if(T && is_station_level(T.z))
|
|
SSblackbox.record_feedback("tally", "station_mess_created", 1, CB.name)
|
|
if (num_unloaded)
|
|
balloon_alert(user, "[num_unloaded] [cartridge_wording]\s unloaded")
|
|
SEND_SIGNAL(src, COMSIG_UPDATE_AMMO_HUD) // SKYRAT EDIT ADDITION - this is normally handled by eject_magazine() but internal magazines are a special case
|
|
playsound(user, eject_sound, eject_sound_volume, eject_sound_vary)
|
|
update_appearance()
|
|
else
|
|
balloon_alert(user, "it's empty!")
|
|
return
|
|
if(bolt_type == BOLT_TYPE_LOCKING && bolt_locked)
|
|
drop_bolt(user)
|
|
return
|
|
if (recent_rack > world.time)
|
|
return
|
|
recent_rack = world.time + rack_delay
|
|
rack(user)
|
|
return
|
|
|
|
|
|
/obj/item/gun/ballistic/examine(mob/user)
|
|
. = ..()
|
|
var/count_chambered = !(bolt_type == BOLT_TYPE_NO_BOLT || bolt_type == BOLT_TYPE_OPEN)
|
|
. += "It has [get_ammo(count_chambered)] round\s remaining."
|
|
|
|
if (!chambered && !hidden_chambered)
|
|
. += "It does not seem to have a round chambered."
|
|
if (bolt_locked)
|
|
. += "The [bolt_wording] is locked back and needs to be released before firing or de-fouling."
|
|
if (suppressed)
|
|
. += "It has a suppressor [can_unsuppress ? "attached that can be removed with <b>alt+click</b>." : "that is integral or can't otherwise be removed."]"
|
|
if(can_misfire)
|
|
. += span_danger("You get the feeling this might explode if you fire it...")
|
|
if(misfire_probability > 0)
|
|
. += span_danger("Given the state of the gun, there is a [misfire_probability]% chance it'll misfire.")
|
|
else if(misfire_probability > 0)
|
|
. += span_warning("You get a feeling this might explode if you fire it with the wrong ammunitions...")
|
|
. += span_warning("Given the state of the gun, there is a [EXAMINE_HINT("[misfire_probability]%")] chance it'll misfire.")
|
|
|
|
///Gets the number of bullets in the gun
|
|
/obj/item/gun/ballistic/proc/get_ammo(countchambered = TRUE)
|
|
var/bullets = 0 //No silly variable names on my watch.
|
|
if (chambered && countchambered)
|
|
bullets++
|
|
if (magazine)
|
|
bullets += magazine.ammo_count()
|
|
return bullets
|
|
|
|
///gets a list of every bullet in the gun
|
|
/obj/item/gun/ballistic/proc/get_ammo_list(countchambered = TRUE)
|
|
var/list/rounds = list()
|
|
if(chambered && countchambered)
|
|
rounds.Add(chambered)
|
|
if(magazine)
|
|
rounds.Add(magazine.ammo_list())
|
|
return rounds
|
|
|
|
#define BRAINS_BLOWN_THROW_RANGE 3
|
|
#define BRAINS_BLOWN_THROW_SPEED 1
|
|
|
|
/obj/item/gun/ballistic/suicide_act(mob/living/user)
|
|
var/obj/item/organ/internal/brain/B = user.get_organ_slot(ORGAN_SLOT_BRAIN)
|
|
if (B && chambered && chambered.loaded_projectile && can_trigger_gun(user) && chambered.loaded_projectile.damage > 0)
|
|
user.visible_message(span_suicide("[user] is putting the barrel of [src] in [user.p_their()] mouth. It looks like [user.p_theyre()] trying to commit suicide!"))
|
|
sleep(2.5 SECONDS)
|
|
if(user.is_holding(src))
|
|
var/turf/T = get_turf(user)
|
|
process_fire(user, user, FALSE, null, BODY_ZONE_HEAD)
|
|
user.visible_message(span_suicide("[user] blows [user.p_their()] brain[user.p_s()] out with [src]!"))
|
|
var/turf/target = get_ranged_target_turf(user, REVERSE_DIR(user.dir), BRAINS_BLOWN_THROW_RANGE)
|
|
B.Remove(user)
|
|
B.forceMove(T)
|
|
var/datum/callback/gibspawner = CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(spawn_atom_to_turf), /obj/effect/gibspawner/generic, B, 1, FALSE, user)
|
|
B.throw_at(target, BRAINS_BLOWN_THROW_RANGE, BRAINS_BLOWN_THROW_SPEED, callback=gibspawner)
|
|
return BRUTELOSS
|
|
else
|
|
user.visible_message(span_suicide("[user] panics and starts choking to death!"))
|
|
return OXYLOSS
|
|
else
|
|
user.visible_message(span_suicide("[user] is pretending to blow [user.p_their()] brain[user.p_s()] out with [src]! It looks like [user.p_theyre()] trying to commit suicide!</b>"))
|
|
playsound(src, dry_fire_sound, 30, TRUE)
|
|
return OXYLOSS
|
|
|
|
#undef BRAINS_BLOWN_THROW_SPEED
|
|
#undef BRAINS_BLOWN_THROW_RANGE
|
|
|
|
GLOBAL_LIST_INIT(gun_saw_types, typecacheof(list(
|
|
/obj/item/gun/energy/plasmacutter,
|
|
/obj/item/melee/energy,
|
|
/obj/item/dualsaber
|
|
)))
|
|
|
|
///Handles all the logic of sawing off guns,
|
|
/obj/item/gun/ballistic/proc/sawoff(mob/user, obj/item/saw, handle_modifications = TRUE)
|
|
if(!saw.get_sharpness() || (!is_type_in_typecache(saw, GLOB.gun_saw_types) && saw.tool_behaviour != TOOL_SAW)) //needs to be sharp. Otherwise turned off eswords can cut this.
|
|
return
|
|
if(sawn_off)
|
|
balloon_alert(user, "it's already shortened!")
|
|
return
|
|
if (SEND_SIGNAL(src, COMSIG_GUN_BEING_SAWNOFF, user) & COMPONENT_CANCEL_SAWING_OFF)
|
|
return
|
|
user.changeNext_move(CLICK_CD_MELEE)
|
|
user.visible_message(span_notice("[user] begins to shorten [src]."), span_notice("You begin to shorten [src]..."))
|
|
|
|
//if there's any live ammo inside the gun, makes it go off
|
|
if(blow_up(user))
|
|
user.visible_message(span_danger("[src] goes off!"), span_danger("[src] goes off in your face!"))
|
|
return
|
|
|
|
if(!do_after(user, 3 SECONDS, target = src))
|
|
return
|
|
if(sawn_off)
|
|
return
|
|
user.visible_message(span_notice("[user] shortens [src]!"), span_notice("You shorten [src]."))
|
|
sawn_off = TRUE
|
|
SEND_SIGNAL(src, COMSIG_GUN_SAWN_OFF)
|
|
if(!handle_modifications)
|
|
return TRUE
|
|
name = "sawn-off [src.name]"
|
|
desc = sawn_desc
|
|
update_weight_class(WEIGHT_CLASS_NORMAL)
|
|
//The file might not have a "gun" icon, let's prepare for this
|
|
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
|
|
inhand_x_dimension = 32
|
|
inhand_y_dimension = 32
|
|
inhand_icon_state = "gun"
|
|
worn_icon_state = "gun"
|
|
slot_flags &= ~ITEM_SLOT_BACK //you can't sling it on your back
|
|
slot_flags |= ITEM_SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
|
|
recoil = SAWN_OFF_RECOIL
|
|
update_appearance()
|
|
return TRUE
|
|
|
|
/obj/item/gun/ballistic/proc/guncleaning(mob/user, obj/item/A)
|
|
if(misfire_probability == initial(misfire_probability))
|
|
balloon_alert(user, "it's already clean!")
|
|
return
|
|
|
|
user.changeNext_move(CLICK_CD_MELEE)
|
|
balloon_alert(user, "cleaning...")
|
|
|
|
if(do_after(user, 10 SECONDS, target = src))
|
|
misfire_probability = initial(misfire_probability)
|
|
balloon_alert(user, "fouling cleaned out")
|
|
return TRUE
|
|
|
|
/obj/item/gun/ballistic/wrench_act(mob/living/user, obj/item/I)
|
|
if(!can_modify_ammo)
|
|
return
|
|
|
|
if(!user.is_holding(src))
|
|
balloon_alert(user, "hold to modify!")
|
|
return TRUE
|
|
|
|
if(get_ammo())
|
|
balloon_alert(user, "can't modify while loaded!")
|
|
return
|
|
|
|
if(!bolt_locked && bolt_type == BOLT_TYPE_LOCKING)
|
|
balloon_alert(user, "the bolt is in the way!")
|
|
return
|
|
|
|
balloon_alert(user, "tinkering...")
|
|
I.play_tool_sound(src)
|
|
if(!I.use_tool(src, user, 3 SECONDS))
|
|
return TRUE
|
|
|
|
if(magazine.caliber == initial_caliber)
|
|
magazine.caliber = alternative_caliber
|
|
if(alternative_ammo_misfires)
|
|
can_misfire = TRUE
|
|
fire_sound = alternative_fire_sound
|
|
to_chat(user, span_notice("You modify [src]. Now it will fire [alternative_caliber] rounds."))
|
|
else
|
|
magazine.caliber = initial_caliber
|
|
if(alternative_ammo_misfires)
|
|
can_misfire = FALSE
|
|
fire_sound = initial_fire_sound
|
|
to_chat(user, span_notice("You reset [src]. Now it will fire [initial_caliber] rounds."))
|
|
|
|
///used for sawing guns, causes the gun to fire without the input of the user
|
|
/obj/item/gun/ballistic/proc/blow_up(mob/user)
|
|
return chambered && process_fire(user, user, FALSE)
|
|
|
|
/obj/item/gun/ballistic/proc/instant_reload()
|
|
SIGNAL_HANDLER
|
|
if(magazine)
|
|
magazine.top_off()
|
|
else
|
|
if(!spawn_magazine_type)
|
|
return
|
|
magazine = new spawn_magazine_type(src)
|
|
chamber_round()
|
|
update_appearance()
|
|
|
|
/obj/item/gun/ballistic/toss_gun_hard(mob/living/carbon/thrower, mob/living/target)
|
|
. = ..()
|
|
if(!.)
|
|
return
|
|
switch(bolt_type)
|
|
if(BOLT_TYPE_NO_BOLT) //emptying the revolver cylinder
|
|
attack_self()
|
|
return
|
|
if(BOLT_TYPE_OPEN) //emptying the chamber of an automatic weapon, because rack() doesn't do this to it
|
|
handle_chamber(chamber_next_round = FALSE)
|
|
if(!internal_magazine && magazine) //if a magazine is attached to the weapon, we remove it and throw it aside
|
|
magazine.forceMove(drop_location())
|
|
magazine.throw_at(get_edge_target_turf(src, pick(GLOB.alldirs)), 1, 1)
|
|
magazine = null
|
|
update_icon() //updating the sprite of weapons without a magazine
|
|
if(!isnull(chambered)) //if there is a cartridge in the chamber, we remove it
|
|
rack()
|
|
|
|
/obj/item/suppressor
|
|
name = "suppressor"
|
|
desc = "A syndicate small-arms suppressor for maximum espionage."
|
|
icon = 'icons/obj/weapons/guns/ballistic.dmi'
|
|
icon_state = "suppressor"
|
|
w_class = WEIGHT_CLASS_TINY
|