mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-02 13:02:38 +00:00
tweak: Suppressed and dry fire sounds are now stored as a variable, and can be edited on a per gun basis. sounddel: The standard gun dry fire sound was collapsed to one sound instead of 4. They were all just pitch variations anyways, which is now covered by built in sound pitch variation. soundadd: Revolvers now have a unique gunshot sound that is slightly different for 357 and 38. soundadd: Revolvers now have a unique dry fire sound. soundadd: Revolvers now make a unique noise when emptying them besides just the sound of shells falling out. soundadd: Spinning a revolver such as the Russian Revolver now makes a sound. spellcheck: Syndicate sniper kit now includes a suppressor instead of a "supressor."
601 lines
19 KiB
Plaintext
601 lines
19 KiB
Plaintext
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#define DUALWIELD_PENALTY_EXTRA_MULTIPLIER 1.4
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/obj/item/gun
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name = "gun"
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desc = "It's a gun. It's pretty terrible, though."
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icon = 'icons/obj/guns/projectile.dmi'
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icon_state = "detective"
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item_state = "gun"
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BELT
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materials = list(MAT_METAL=2000)
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w_class = WEIGHT_CLASS_NORMAL
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throwforce = 5
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throw_speed = 3
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throw_range = 5
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force = 5
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item_flags = NEEDS_PERMIT
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attack_verb = list("struck", "hit", "bashed")
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var/fire_sound = "gunshot"
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var/vary_fire_sound = TRUE
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var/fire_sound_volume = 50
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var/dry_fire_sound = 'sound/weapons/gun_dry_fire.ogg'
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var/suppressed = null //whether or not a message is displayed when fired
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var/can_suppress = FALSE
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var/suppressed_sound = 'sound/weapons/gunshot_silenced.ogg'
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var/suppressed_volume = 10
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var/can_unsuppress = TRUE
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var/recoil = 0 //boom boom shake the room
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var/clumsy_check = TRUE
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var/obj/item/ammo_casing/chambered = null
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trigger_guard = TRIGGER_GUARD_NORMAL //trigger guard on the weapon, hulks can't fire them with their big meaty fingers
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var/sawn_desc = null //description change if weapon is sawn-off
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var/sawn_off = FALSE
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var/burst_size = 1 //how large a burst is
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var/fire_delay = 0 //rate of fire for burst firing and semi auto
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var/firing_burst = 0 //Prevent the weapon from firing again while already firing
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var/semicd = 0 //cooldown handler
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var/weapon_weight = WEAPON_LIGHT
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var/spread = 0 //Spread induced by the gun itself.
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var/randomspread = 1 //Set to 0 for shotguns. This is used for weapons that don't fire all their bullets at once.
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lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
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var/obj/item/firing_pin/pin = /obj/item/firing_pin //standard firing pin for most guns
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var/can_flashlight = FALSE //if a flashlight can be added or removed if it already has one.
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var/obj/item/flashlight/seclite/gun_light
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var/mutable_appearance/flashlight_overlay
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var/datum/action/item_action/toggle_gunlight/alight
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var/can_bayonet = FALSE //if a bayonet can be added or removed if it already has one.
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var/obj/item/kitchen/knife/bayonet
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var/mutable_appearance/knife_overlay
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var/knife_x_offset = 0
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var/knife_y_offset = 0
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var/ammo_x_offset = 0 //used for positioning ammo count overlay on sprite
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var/ammo_y_offset = 0
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var/flight_x_offset = 0
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var/flight_y_offset = 0
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//Zooming
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var/zoomable = FALSE //whether the gun generates a Zoom action on creation
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var/zoomed = FALSE //Zoom toggle
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var/zoom_amt = 3 //Distance in TURFs to move the user's screen forward (the "zoom" effect)
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var/zoom_out_amt = 0
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var/datum/action/toggle_scope_zoom/azoom
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/obj/item/gun/Initialize()
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. = ..()
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if(pin)
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pin = new pin(src)
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if(gun_light)
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alight = new(src)
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build_zooming()
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/obj/item/gun/Destroy()
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QDEL_NULL(pin)
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QDEL_NULL(gun_light)
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QDEL_NULL(bayonet)
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QDEL_NULL(chambered)
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QDEL_NULL(azoom)
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return ..()
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/obj/item/gun/handle_atom_del(atom/A)
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if(A == pin)
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pin = null
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if(A == chambered)
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chambered = null
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update_icon()
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if(A == bayonet)
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clear_bayonet()
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if(A == gun_light)
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clear_gunlight()
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return ..()
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/obj/item/gun/CheckParts(list/parts_list)
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..()
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var/obj/item/gun/G = locate(/obj/item/gun) in contents
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if(G)
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G.forceMove(loc)
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QDEL_NULL(G.pin)
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visible_message("[G] can now fit a new pin, but the old one was destroyed in the process.", null, null, 3)
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qdel(src)
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/obj/item/gun/examine(mob/user)
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..()
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if(pin)
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to_chat(user, "It has \a [pin] installed.")
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else
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to_chat(user, "It doesn't have a <b>firing pin</b> installed, and won't fire.")
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if(gun_light)
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to_chat(user, "It has \a [gun_light] [can_flashlight ? "" : "permanently "]mounted on it.")
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if(can_flashlight) //if it has a light and this is false, the light is permanent.
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to_chat(user, "<span class='info'>[gun_light] looks like it can be <b>unscrewed</b> from [src].</span>")
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else if(can_flashlight)
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to_chat(user, "It has a mounting point for a <b>seclite</b>.")
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if(bayonet)
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to_chat(user, "It has \a [bayonet] [can_bayonet ? "" : "permanently "]affixed to it.")
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if(can_bayonet) //if it has a bayonet and this is false, the bayonet is permanent.
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to_chat(user, "<span class='info'>[bayonet] looks like it can be <b>unscrewed</b> from [src].</span>")
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else if(can_bayonet)
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to_chat(user, "It has a <b>bayonet</b> lug on it.")
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/obj/item/gun/equipped(mob/living/user, slot)
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. = ..()
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if(zoomed && user.get_active_held_item() != src)
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zoom(user, FALSE) //we can only stay zoomed in if it's in our hands //yeah and we only unzoom if we're actually zoomed using the gun!!
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//called after the gun has successfully fired its chambered ammo.
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/obj/item/gun/proc/process_chamber()
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return FALSE
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//check if there's enough ammo/energy/whatever to shoot one time
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//i.e if clicking would make it shoot
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/obj/item/gun/proc/can_shoot()
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return TRUE
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/obj/item/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj)
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to_chat(user, "<span class='danger'>*click*</span>")
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playsound(src, dry_fire_sound, 30, TRUE)
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/obj/item/gun/proc/shoot_live_shot(mob/living/user as mob|obj, pointblank = 0, mob/pbtarget = null, message = 1)
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if(recoil)
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shake_camera(user, recoil + 1, recoil)
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if(suppressed)
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playsound(user, suppressed_sound, suppressed_volume, vary_fire_sound)
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else
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playsound(user, fire_sound, fire_sound_volume, vary_fire_sound)
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if(message)
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if(pointblank)
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user.visible_message("<span class='danger'>[user] fires [src] point blank at [pbtarget]!</span>", null, null, COMBAT_MESSAGE_RANGE)
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else
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user.visible_message("<span class='danger'>[user] fires [src]!</span>", null, null, COMBAT_MESSAGE_RANGE)
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/obj/item/gun/emp_act(severity)
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. = ..()
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if(!(. & EMP_PROTECT_CONTENTS))
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for(var/obj/O in contents)
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O.emp_act(severity)
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/obj/item/gun/afterattack(atom/target, mob/living/user, flag, params)
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. = ..()
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if(!target)
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return
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if(firing_burst)
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return
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if(flag) //It's adjacent, is the user, or is on the user's person
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if(target in user.contents) //can't shoot stuff inside us.
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return
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if(!ismob(target) || user.a_intent == INTENT_HARM) //melee attack
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return
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if(target == user && user.zone_selected != BODY_ZONE_PRECISE_MOUTH) //so we can't shoot ourselves (unless mouth selected)
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return
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if(istype(user))//Check if the user can use the gun, if the user isn't alive(turrets) assume it can.
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var/mob/living/L = user
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if(!can_trigger_gun(L))
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return
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if(!can_shoot()) //Just because you can pull the trigger doesn't mean it can shoot.
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shoot_with_empty_chamber(user)
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return
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if(flag)
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if(user.zone_selected == BODY_ZONE_PRECISE_MOUTH)
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handle_suicide(user, target, params)
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return
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//Exclude lasertag guns from the TRAIT_CLUMSY check.
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if(clumsy_check)
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if(istype(user))
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if (user.has_trait(TRAIT_CLUMSY) && prob(40))
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to_chat(user, "<span class='userdanger'>You shoot yourself in the foot with [src]!</span>")
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var/shot_leg = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
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process_fire(user, user, FALSE, params, shot_leg)
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user.dropItemToGround(src, TRUE)
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return
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if(weapon_weight == WEAPON_HEAVY && user.get_inactive_held_item())
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to_chat(user, "<span class='userdanger'>You need both hands free to fire [src]!</span>")
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return
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//DUAL (or more!) WIELDING
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var/bonus_spread = 0
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var/loop_counter = 0
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if(ishuman(user) && user.a_intent == INTENT_HARM)
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var/mob/living/carbon/human/H = user
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for(var/obj/item/gun/G in H.held_items)
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if(G == src || G.weapon_weight >= WEAPON_MEDIUM)
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continue
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else if(G.can_trigger_gun(user))
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bonus_spread += 24 * G.weapon_weight
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loop_counter++
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addtimer(CALLBACK(G, /obj/item/gun.proc/process_fire, target, user, TRUE, params, null, bonus_spread), loop_counter)
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process_fire(target, user, TRUE, params, null, bonus_spread)
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/obj/item/gun/can_trigger_gun(mob/living/user)
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. = ..()
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if(!handle_pins(user))
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return FALSE
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/obj/item/gun/proc/handle_pins(mob/living/user)
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if(pin)
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if(pin.pin_auth(user) || (pin.obj_flags & EMAGGED))
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return TRUE
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else
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pin.auth_fail(user)
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return FALSE
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else
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to_chat(user, "<span class='warning'>[src]'s trigger is locked. This weapon doesn't have a firing pin installed!</span>")
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return FALSE
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/obj/item/gun/proc/recharge_newshot()
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return
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/obj/item/gun/proc/process_burst(mob/living/user, atom/target, message = TRUE, params=null, zone_override = "", sprd = 0, randomized_gun_spread = 0, randomized_bonus_spread = 0, rand_spr = 0, iteration = 0)
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if(!user || !firing_burst)
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firing_burst = FALSE
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return FALSE
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if(!issilicon(user))
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if(iteration > 1 && !(user.is_holding(src))) //for burst firing
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firing_burst = FALSE
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return FALSE
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if(chambered && chambered.BB)
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if(user.has_trait(TRAIT_PACIFISM)) // If the user has the pacifist trait, then they won't be able to fire [src] if the round chambered inside of [src] is lethal.
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if(chambered.harmful) // Is the bullet chambered harmful?
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to_chat(user, "<span class='notice'> [src] is lethally chambered! You don't want to risk harming anyone...</span>")
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return
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if(randomspread)
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sprd = round((rand() - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread))
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else //Smart spread
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sprd = round((((rand_spr/burst_size) * iteration) - (0.5 + (rand_spr * 0.25))) * (randomized_gun_spread + randomized_bonus_spread))
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if(!chambered.fire_casing(target, user, params, ,suppressed, zone_override, sprd))
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shoot_with_empty_chamber(user)
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firing_burst = FALSE
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return FALSE
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else
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if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
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shoot_live_shot(user, 1, target, message)
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else
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shoot_live_shot(user, 0, target, message)
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if (iteration >= burst_size)
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firing_burst = FALSE
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else
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shoot_with_empty_chamber(user)
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firing_burst = FALSE
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return FALSE
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process_chamber()
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update_icon()
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return TRUE
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/obj/item/gun/proc/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
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add_fingerprint(user)
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if(semicd)
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return
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var/sprd = 0
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var/randomized_gun_spread = 0
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var/rand_spr = rand()
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if(spread)
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randomized_gun_spread = rand(0,spread)
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if(user.has_trait(TRAIT_POOR_AIM)) //nice shootin' tex
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bonus_spread += 25
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var/randomized_bonus_spread = rand(0, bonus_spread)
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if(burst_size > 1)
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firing_burst = TRUE
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for(var/i = 1 to burst_size)
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addtimer(CALLBACK(src, .proc/process_burst, user, target, message, params, zone_override, sprd, randomized_gun_spread, randomized_bonus_spread, rand_spr, i), fire_delay * (i - 1))
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else
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if(chambered)
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if(user.has_trait(TRAIT_PACIFISM)) // If the user has the pacifist trait, then they won't be able to fire [src] if the round chambered inside of [src] is lethal.
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if(chambered.harmful) // Is the bullet chambered harmful?
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to_chat(user, "<span class='notice'> [src] is lethally chambered! You don't want to risk harming anyone...</span>")
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return
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sprd = round((rand() - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread))
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if(!chambered.fire_casing(target, user, params, , suppressed, zone_override, sprd))
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shoot_with_empty_chamber(user)
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return
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else
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if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
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shoot_live_shot(user, 1, target, message)
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else
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shoot_live_shot(user, 0, target, message)
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else
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shoot_with_empty_chamber(user)
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return
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process_chamber()
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update_icon()
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semicd = TRUE
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addtimer(CALLBACK(src, .proc/reset_semicd), fire_delay)
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if(user)
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user.update_inv_hands()
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SSblackbox.record_feedback("tally", "gun_fired", 1, type)
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return TRUE
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/obj/item/gun/update_icon()
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..()
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/obj/item/gun/proc/reset_semicd()
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semicd = FALSE
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/obj/item/gun/attack(mob/M as mob, mob/user)
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if(user.a_intent == INTENT_HARM) //Flogging
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if(bayonet)
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M.attackby(bayonet, user)
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return
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else
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return ..()
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return
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/obj/item/gun/attack_obj(obj/O, mob/user)
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if(user.a_intent == INTENT_HARM)
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if(bayonet)
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O.attackby(bayonet, user)
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return
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return ..()
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/obj/item/gun/attackby(obj/item/I, mob/user, params)
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if(user.a_intent == INTENT_HARM)
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return ..()
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else if(istype(I, /obj/item/flashlight/seclite))
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if(!can_flashlight)
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return ..()
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var/obj/item/flashlight/seclite/S = I
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if(!gun_light)
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if(!user.transferItemToLoc(I, src))
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return
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to_chat(user, "<span class='notice'>You click [S] into place on [src].</span>")
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if(S.on)
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set_light(0)
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gun_light = S
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update_gunlight()
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alight = new(src)
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if(loc == user)
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alight.Grant(user)
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else if(istype(I, /obj/item/kitchen/knife))
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var/obj/item/kitchen/knife/K = I
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if(!can_bayonet || !K.bayonet || bayonet) //ensure the gun has an attachment point available, and that the knife is compatible with it.
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return ..()
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if(!user.transferItemToLoc(I, src))
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return
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to_chat(user, "<span class='notice'>You attach [K] to [src]'s bayonet lug.</span>")
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bayonet = K
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var/state = "bayonet" //Generic state.
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if(bayonet.icon_state in icon_states('icons/obj/guns/bayonets.dmi')) //Snowflake state?
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state = bayonet.icon_state
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var/icon/bayonet_icons = 'icons/obj/guns/bayonets.dmi'
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knife_overlay = mutable_appearance(bayonet_icons, state)
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knife_overlay.pixel_x = knife_x_offset
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knife_overlay.pixel_y = knife_y_offset
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add_overlay(knife_overlay, TRUE)
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else
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return ..()
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/obj/item/gun/screwdriver_act(mob/living/user, obj/item/I)
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. = ..()
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if(.)
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return
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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if((can_flashlight && gun_light) && (can_bayonet && bayonet)) //give them a choice instead of removing both
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var/list/possible_items = list(gun_light, bayonet)
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var/obj/item/item_to_remove = input(user, "Select an attachment to remove", "Attachment Removal") as null|obj in possible_items
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if(!item_to_remove || !user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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return remove_gun_attachment(user, I, item_to_remove)
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else if(gun_light && can_flashlight) //if it has a gun_light and can_flashlight is false, the flashlight is permanently attached.
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return remove_gun_attachment(user, I, gun_light, "unscrewed")
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else if(bayonet && can_bayonet) //if it has a bayonet, and the bayonet can be removed
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return remove_gun_attachment(user, I, bayonet, "unfix")
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/obj/item/gun/proc/remove_gun_attachment(mob/living/user, obj/item/tool_item, obj/item/item_to_remove, removal_verb)
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if(tool_item)
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tool_item.play_tool_sound(src)
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to_chat(user, "<span class='notice'>You [removal_verb ? removal_verb : "remove"] [item_to_remove] from [src].</span>")
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item_to_remove.forceMove(drop_location())
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if(Adjacent(user) && !issilicon(user))
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user.put_in_hands(item_to_remove)
|
|
|
|
if(item_to_remove == bayonet)
|
|
return clear_bayonet()
|
|
else if(item_to_remove == gun_light)
|
|
return clear_gunlight()
|
|
|
|
/obj/item/gun/proc/clear_bayonet()
|
|
if(!bayonet)
|
|
return
|
|
bayonet = null
|
|
if(knife_overlay)
|
|
cut_overlay(knife_overlay, TRUE)
|
|
knife_overlay = null
|
|
return TRUE
|
|
|
|
/obj/item/gun/proc/clear_gunlight()
|
|
if(!gun_light)
|
|
return
|
|
var/obj/item/flashlight/seclite/removed_light = gun_light
|
|
gun_light = null
|
|
update_gunlight()
|
|
removed_light.update_brightness()
|
|
QDEL_NULL(alight)
|
|
return TRUE
|
|
|
|
/obj/item/gun/ui_action_click(mob/user, actiontype)
|
|
if(istype(actiontype, alight))
|
|
toggle_gunlight()
|
|
else
|
|
..()
|
|
|
|
/obj/item/gun/proc/toggle_gunlight()
|
|
if(!gun_light)
|
|
return
|
|
|
|
var/mob/living/carbon/human/user = usr
|
|
gun_light.on = !gun_light.on
|
|
to_chat(user, "<span class='notice'>You toggle the gunlight [gun_light.on ? "on":"off"].</span>")
|
|
|
|
playsound(user, 'sound/weapons/empty.ogg', 100, TRUE)
|
|
update_gunlight()
|
|
|
|
/obj/item/gun/proc/update_gunlight()
|
|
if(gun_light)
|
|
if(gun_light.on)
|
|
set_light(gun_light.brightness_on)
|
|
else
|
|
set_light(0)
|
|
cut_overlays(flashlight_overlay, TRUE)
|
|
var/state = "flight[gun_light.on? "_on":""]" //Generic state.
|
|
if(gun_light.icon_state in icon_states('icons/obj/guns/flashlights.dmi')) //Snowflake state?
|
|
state = gun_light.icon_state
|
|
flashlight_overlay = mutable_appearance('icons/obj/guns/flashlights.dmi', state)
|
|
flashlight_overlay.pixel_x = flight_x_offset
|
|
flashlight_overlay.pixel_y = flight_y_offset
|
|
add_overlay(flashlight_overlay, TRUE)
|
|
else
|
|
set_light(0)
|
|
cut_overlays(flashlight_overlay, TRUE)
|
|
flashlight_overlay = null
|
|
update_icon(TRUE)
|
|
for(var/X in actions)
|
|
var/datum/action/A = X
|
|
A.UpdateButtonIcon()
|
|
|
|
/obj/item/gun/pickup(mob/user)
|
|
..()
|
|
if(azoom)
|
|
azoom.Grant(user)
|
|
|
|
/obj/item/gun/dropped(mob/user)
|
|
. = ..()
|
|
if(azoom)
|
|
azoom.Remove(user)
|
|
if(zoomed)
|
|
zoom(user,FALSE)
|
|
|
|
/obj/item/gun/proc/handle_suicide(mob/living/carbon/human/user, mob/living/carbon/human/target, params, bypass_timer)
|
|
if(!ishuman(user) || !ishuman(target))
|
|
return
|
|
|
|
if(semicd)
|
|
return
|
|
|
|
if(user == target)
|
|
target.visible_message("<span class='warning'>[user] sticks [src] in [user.p_their()] mouth, ready to pull the trigger...</span>", \
|
|
"<span class='userdanger'>You stick [src] in your mouth, ready to pull the trigger...</span>")
|
|
else
|
|
target.visible_message("<span class='warning'>[user] points [src] at [target]'s head, ready to pull the trigger...</span>", \
|
|
"<span class='userdanger'>[user] points [src] at your head, ready to pull the trigger...</span>")
|
|
|
|
semicd = TRUE
|
|
|
|
if(!bypass_timer && (!do_mob(user, target, 120) || user.zone_selected != BODY_ZONE_PRECISE_MOUTH))
|
|
if(user)
|
|
if(user == target)
|
|
user.visible_message("<span class='notice'>[user] decided not to shoot.</span>")
|
|
else if(target && target.Adjacent(user))
|
|
target.visible_message("<span class='notice'>[user] has decided to spare [target]</span>", "<span class='notice'>[user] has decided to spare your life!</span>")
|
|
semicd = FALSE
|
|
return
|
|
|
|
semicd = FALSE
|
|
|
|
target.visible_message("<span class='warning'>[user] pulls the trigger!</span>", "<span class='userdanger'>[(user == target) ? "You pull" : "[user] pulls"] the trigger!</span>")
|
|
|
|
if(chambered && chambered.BB)
|
|
chambered.BB.damage *= 5
|
|
|
|
process_fire(target, user, TRUE, params)
|
|
|
|
/obj/item/gun/proc/unlock() //used in summon guns and as a convience for admins
|
|
if(pin)
|
|
qdel(pin)
|
|
pin = new /obj/item/firing_pin
|
|
|
|
/////////////
|
|
// ZOOMING //
|
|
/////////////
|
|
|
|
/datum/action/toggle_scope_zoom
|
|
name = "Toggle Scope"
|
|
check_flags = AB_CHECK_CONSCIOUS|AB_CHECK_RESTRAINED|AB_CHECK_STUN|AB_CHECK_LYING
|
|
icon_icon = 'icons/mob/actions/actions_items.dmi'
|
|
button_icon_state = "sniper_zoom"
|
|
var/obj/item/gun/gun = null
|
|
|
|
/datum/action/toggle_scope_zoom/Trigger()
|
|
gun.zoom(owner)
|
|
|
|
/datum/action/toggle_scope_zoom/IsAvailable()
|
|
. = ..()
|
|
if(!. && gun)
|
|
gun.zoom(owner, FALSE)
|
|
|
|
/datum/action/toggle_scope_zoom/Remove(mob/living/L)
|
|
gun.zoom(L, FALSE)
|
|
..()
|
|
|
|
|
|
/obj/item/gun/proc/zoom(mob/living/user, forced_zoom)
|
|
if(!user || !user.client)
|
|
return
|
|
|
|
switch(forced_zoom)
|
|
if(FALSE)
|
|
zoomed = FALSE
|
|
if(TRUE)
|
|
zoomed = TRUE
|
|
else
|
|
zoomed = !zoomed
|
|
|
|
if(zoomed)
|
|
var/_x = 0
|
|
var/_y = 0
|
|
switch(user.dir)
|
|
if(NORTH)
|
|
_y = zoom_amt
|
|
if(EAST)
|
|
_x = zoom_amt
|
|
if(SOUTH)
|
|
_y = -zoom_amt
|
|
if(WEST)
|
|
_x = -zoom_amt
|
|
|
|
user.client.change_view(zoom_out_amt)
|
|
user.client.pixel_x = world.icon_size*_x
|
|
user.client.pixel_y = world.icon_size*_y
|
|
else
|
|
user.client.change_view(CONFIG_GET(string/default_view))
|
|
user.client.pixel_x = 0
|
|
user.client.pixel_y = 0
|
|
return zoomed
|
|
|
|
//Proc, so that gun accessories/scopes/etc. can easily add zooming.
|
|
/obj/item/gun/proc/build_zooming()
|
|
if(azoom)
|
|
return
|
|
|
|
if(zoomable)
|
|
azoom = new()
|
|
azoom.gun = src
|