mirror of
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## About The Pull Request renames plasmaman helmet exempt flag to stackable helmet exempt. hat stabilizer now cares about this instead of letting you stack eva helmets on top of modsuit helmets improves some code that dripped in quality when i was on break kinesis has some tweaks previously it used to stun for a set amount of time - i think this is because the creator couldnt figure out how to stop movement while being held? this is changed, now as long as youre holding someone they are immobilized you can cancel your kinesis without throwing or moving out of range by using right click on the click catcher adds an admin version of kinesis just for the admin suit. it can grab (almost) ANYTHING and config menu lets you enable phasing, which makes it so the atom you grabbed phases through everything. pick up that can. ## Why It's Good For The Game its fun ## Changelog 🆑 balance: hat stabilizer module can now hold what plasmaman helmets can hold qol: kinesis module can be stopped without launching an object with right click balance: kinesis module stuns last until the kinesis stops add: admin suit has a version of kinesis that can pick up anything at any range and can be configured to make grabbed mobs phase through walls :) /🆑
501 lines
19 KiB
Plaintext
501 lines
19 KiB
Plaintext
//Security modules for MODsuits
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///Magnetic Harness - Automatically puts guns in your suit storage when you drop them.
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/obj/item/mod/module/magnetic_harness
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name = "MOD magnetic harness module"
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desc = "Based off old TerraGov harness kits, this magnetic harness automatically attaches dropped guns back to the wearer."
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icon_state = "mag_harness"
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complexity = 2
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use_power_cost = DEFAULT_CHARGE_DRAIN
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incompatible_modules = list(/obj/item/mod/module/magnetic_harness)
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/// Time before we activate the magnet.
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var/magnet_delay = 0.8 SECONDS
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/// The typecache of all guns we allow.
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var/static/list/guns_typecache
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/// The guns already allowed by the modsuit chestplate.
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var/list/already_allowed_guns = list()
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/obj/item/mod/module/magnetic_harness/Initialize(mapload)
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. = ..()
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if(!guns_typecache)
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guns_typecache = typecacheof(list(/obj/item/gun/ballistic, /obj/item/gun/energy, /obj/item/gun/grenadelauncher, /obj/item/gun/chem, /obj/item/gun/syringe))
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/obj/item/mod/module/magnetic_harness/on_install()
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already_allowed_guns = guns_typecache & mod.chestplate.allowed
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mod.chestplate.allowed |= guns_typecache
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/obj/item/mod/module/magnetic_harness/on_uninstall(deleting = FALSE)
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if(deleting)
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return
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mod.chestplate.allowed -= (guns_typecache - already_allowed_guns)
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/obj/item/mod/module/magnetic_harness/on_suit_activation()
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RegisterSignal(mod.wearer, COMSIG_MOB_UNEQUIPPED_ITEM, PROC_REF(check_dropped_item))
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/obj/item/mod/module/magnetic_harness/on_suit_deactivation(deleting = FALSE)
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UnregisterSignal(mod.wearer, COMSIG_MOB_UNEQUIPPED_ITEM)
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/obj/item/mod/module/magnetic_harness/proc/check_dropped_item(datum/source, obj/item/dropped_item, force, new_location)
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SIGNAL_HANDLER
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if(!is_type_in_typecache(dropped_item, guns_typecache))
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return
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if(new_location != get_turf(src))
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return
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addtimer(CALLBACK(src, PROC_REF(pick_up_item), dropped_item), magnet_delay)
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/obj/item/mod/module/magnetic_harness/proc/pick_up_item(obj/item/item)
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if(!isturf(item.loc) || !item.Adjacent(mod.wearer))
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return
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if(!mod.wearer.equip_to_slot_if_possible(item, ITEM_SLOT_SUITSTORE, qdel_on_fail = FALSE, disable_warning = TRUE))
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return
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playsound(src, 'sound/items/modsuit/magnetic_harness.ogg', 50, TRUE)
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balloon_alert(mod.wearer, "[item] reattached")
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drain_power(use_power_cost)
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///Pepper Shoulders - When hit, reacts with a spray of pepper spray around the user.
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/obj/item/mod/module/pepper_shoulders
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name = "MOD pepper shoulders module"
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desc = "A module that attaches two pepper sprayers on shoulders of a MODsuit, reacting to touch with a spray around the user."
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icon_state = "pepper_shoulder"
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module_type = MODULE_USABLE
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complexity = 1
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use_power_cost = DEFAULT_CHARGE_DRAIN
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incompatible_modules = list(/obj/item/mod/module/pepper_shoulders)
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cooldown_time = 5 SECONDS
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overlay_state_inactive = "module_pepper"
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overlay_state_use = "module_pepper_used"
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/obj/item/mod/module/pepper_shoulders/on_suit_activation()
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RegisterSignal(mod.wearer, COMSIG_HUMAN_CHECK_SHIELDS, PROC_REF(on_check_shields))
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/obj/item/mod/module/pepper_shoulders/on_suit_deactivation(deleting = FALSE)
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UnregisterSignal(mod.wearer, COMSIG_HUMAN_CHECK_SHIELDS)
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/obj/item/mod/module/pepper_shoulders/on_use()
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. = ..()
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if(!.)
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return
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playsound(src, 'sound/effects/spray.ogg', 30, TRUE, -6)
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var/datum/reagents/capsaicin_holder = new(10)
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capsaicin_holder.add_reagent(/datum/reagent/consumable/condensedcapsaicin, 10)
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var/datum/effect_system/fluid_spread/smoke/chem/quick/smoke = new
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smoke.set_up(1, holder = src, location = get_turf(src), carry = capsaicin_holder)
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smoke.start(log = TRUE)
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QDEL_NULL(capsaicin_holder) // Reagents have a ref to their holder which has a ref to them. No leaks please.
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/obj/item/mod/module/pepper_shoulders/proc/on_check_shields()
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SIGNAL_HANDLER
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if(!COOLDOWN_FINISHED(src, cooldown_timer))
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return
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if(!check_power(use_power_cost))
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return
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mod.wearer.visible_message(span_warning("[src] reacts to the attack with a smoke of pepper spray!"), span_notice("Your [src] releases a cloud of pepper spray!"))
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on_use()
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///Holster - Instantly holsters any not huge gun.
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/obj/item/mod/module/holster
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name = "MOD holster module"
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desc = "Based off typical storage compartments, this system allows the suit to holster a \
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standard firearm across its surface and allow for extremely quick retrieval. \
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While some users prefer the chest, others the forearm for quick deployment, \
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some law enforcement prefer the holster to extend from the thigh."
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icon_state = "holster"
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module_type = MODULE_USABLE
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complexity = 2
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incompatible_modules = list(/obj/item/mod/module/holster)
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cooldown_time = 0.5 SECONDS
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allow_flags = MODULE_ALLOW_INACTIVE
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/// Gun we have holstered.
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var/obj/item/gun/holstered
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/obj/item/mod/module/holster/on_use()
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. = ..()
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if(!.)
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return
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if(!holstered)
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var/obj/item/gun/holding = mod.wearer.get_active_held_item()
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if(!holding)
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balloon_alert(mod.wearer, "nothing to holster!")
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return
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if(!istype(holding) || holding.w_class > WEIGHT_CLASS_BULKY)
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balloon_alert(mod.wearer, "it doesn't fit!")
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return
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if(mod.wearer.transferItemToLoc(holding, src, force = FALSE, silent = TRUE))
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holstered = holding
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balloon_alert(mod.wearer, "weapon holstered")
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playsound(src, 'sound/weapons/gun/revolver/empty.ogg', 100, TRUE)
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else if(mod.wearer.put_in_active_hand(holstered, forced = FALSE, ignore_animation = TRUE))
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balloon_alert(mod.wearer, "weapon drawn")
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playsound(src, 'sound/weapons/gun/revolver/empty.ogg', 100, TRUE)
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else
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balloon_alert(mod.wearer, "holster full!")
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/obj/item/mod/module/holster/on_uninstall(deleting = FALSE)
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if(holstered)
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holstered.forceMove(drop_location())
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/obj/item/mod/module/holster/Exited(atom/movable/gone, direction)
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if(gone == holstered)
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holstered = null
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return ..()
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/obj/item/mod/module/holster/Destroy()
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QDEL_NULL(holstered)
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return ..()
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///Megaphone - Lets you speak loud.
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/obj/item/mod/module/megaphone
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name = "MOD megaphone module"
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desc = "A microchip megaphone linked to a MODsuit, for very important purposes, like: loudness."
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icon_state = "megaphone"
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module_type = MODULE_TOGGLE
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complexity = 1
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use_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
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incompatible_modules = list(/obj/item/mod/module/megaphone)
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cooldown_time = 0.5 SECONDS
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/// List of spans we add to the speaker.
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var/list/voicespan = list(SPAN_COMMAND)
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/obj/item/mod/module/megaphone/on_activation()
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. = ..()
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if(!.)
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return
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RegisterSignal(mod.wearer, COMSIG_MOB_SAY, PROC_REF(handle_speech))
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/obj/item/mod/module/megaphone/on_deactivation(display_message = TRUE, deleting = FALSE)
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. = ..()
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if(!.)
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return
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UnregisterSignal(mod.wearer, COMSIG_MOB_SAY)
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/obj/item/mod/module/megaphone/proc/handle_speech(datum/source, list/speech_args)
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SIGNAL_HANDLER
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speech_args[SPEECH_SPANS] |= voicespan
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drain_power(use_power_cost)
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///Criminal Capture - Generates hardlight bags you can put people in and sinch.
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/obj/item/mod/module/criminalcapture
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name = "MOD criminal capture module"
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desc = "The private security that had orders to take in people dead were quite \
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happy with their space-proofed suit, but for those who wanted to bring back \
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whomever their targets were still breathing needed a way to \"share\" the \
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space-proofing. And thus: criminal capture! Creates a hardlight prisoner transport bag \
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around the apprehended that has breathable atmospheric conditions."
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icon_state = "criminal_capture"
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module_type = MODULE_ACTIVE
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complexity = 2
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use_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
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incompatible_modules = list(/obj/item/mod/module/criminalcapture)
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cooldown_time = 0.5 SECONDS
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/// Time to capture a prisoner.
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var/capture_time = 2.5 SECONDS
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/// Time to dematerialize a bodybag.
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var/packup_time = 1 SECONDS
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/// Typepath of our bodybag
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var/bodybag_type = /obj/structure/closet/body_bag/environmental/prisoner/hardlight
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/// Our linked bodybag.
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var/obj/structure/closet/body_bag/linked_bodybag
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/obj/item/mod/module/criminalcapture/on_process(seconds_per_tick)
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idle_power_cost = linked_bodybag ? (DEFAULT_CHARGE_DRAIN * 3) : 0
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return ..()
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/obj/item/mod/module/criminalcapture/on_deactivation(display_message, deleting)
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. = ..()
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if(!.)
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return
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if(!linked_bodybag)
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return
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packup()
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/obj/item/mod/module/criminalcapture/on_select_use(atom/target)
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. = ..()
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if(!.)
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return
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if(!mod.wearer.Adjacent(target))
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return
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if(target == linked_bodybag)
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playsound(src, 'sound/machines/ding.ogg', 25, TRUE)
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if(!do_after(mod.wearer, packup_time, target = target))
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balloon_alert(mod.wearer, "interrupted!")
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packup()
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return
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if(linked_bodybag)
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return
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var/turf/target_turf = get_turf(target)
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if(target_turf.is_blocked_turf(exclude_mobs = TRUE))
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return
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playsound(src, 'sound/machines/ding.ogg', 25, TRUE)
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if(!do_after(mod.wearer, capture_time, target = target))
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balloon_alert(mod.wearer, "interrupted!")
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return
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if(linked_bodybag)
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return
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linked_bodybag = new bodybag_type(target_turf)
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linked_bodybag.take_contents()
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playsound(linked_bodybag, 'sound/weapons/egloves.ogg', 80, TRUE)
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RegisterSignal(linked_bodybag, COMSIG_MOVABLE_MOVED, PROC_REF(check_range))
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RegisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED, PROC_REF(check_range))
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/obj/item/mod/module/criminalcapture/proc/packup()
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if(!linked_bodybag)
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return
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playsound(linked_bodybag, 'sound/weapons/egloves.ogg', 80, TRUE)
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apply_wibbly_filters(linked_bodybag)
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animate(linked_bodybag, 0.5 SECONDS, alpha = 50, flags = ANIMATION_PARALLEL)
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addtimer(CALLBACK(src, PROC_REF(delete_bag), linked_bodybag), 0.5 SECONDS)
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linked_bodybag = null
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/obj/item/mod/module/criminalcapture/proc/check_range()
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SIGNAL_HANDLER
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if(get_dist(mod.wearer, linked_bodybag) <= 9)
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return
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packup()
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/obj/item/mod/module/criminalcapture/proc/delete_bag(obj/structure/closet/body_bag/bag)
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if(mod?.wearer)
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UnregisterSignal(mod.wearer, COMSIG_MOVABLE_MOVED, PROC_REF(check_range))
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balloon_alert(mod.wearer, "bag dissipated")
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bag.open(force = TRUE)
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qdel(bag)
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///Mirage grenade dispenser - Dispenses grenades that copy the user's appearance.
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/obj/item/mod/module/dispenser/mirage
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name = "MOD mirage grenade dispenser module"
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desc = "This module can create mirage grenades at the user's liking. These grenades create holographic copies of the user."
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icon_state = "mirage_grenade"
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cooldown_time = 20 SECONDS
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overlay_state_inactive = "module_mirage_grenade"
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dispense_type = /obj/item/grenade/mirage
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/obj/item/mod/module/dispenser/mirage/on_use()
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. = ..()
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if(!.)
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return
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var/obj/item/grenade/mirage/grenade = .
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grenade.arm_grenade(mod.wearer)
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/obj/item/grenade/mirage
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name = "mirage grenade"
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desc = "A special device that, when activated, produces a holographic copy of the user."
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icon_state = "mirage"
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inhand_icon_state = "flashbang"
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det_time = 3 SECONDS
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/// Mob that threw the grenade.
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var/mob/living/thrower
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/obj/item/grenade/mirage/arm_grenade(mob/user, delayoverride, msg, volume)
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. = ..()
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thrower = user
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/obj/item/grenade/mirage/detonate(mob/living/lanced_by)
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. = ..()
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do_sparks(rand(3, 6), FALSE, src)
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if(thrower)
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var/mob/living/simple_animal/hostile/illusion/mirage/mirage = new(get_turf(src))
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mirage.Copy_Parent(thrower, 15 SECONDS)
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qdel(src)
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///Projectile Dampener - Weakens projectiles in range.
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/obj/item/mod/module/projectile_dampener
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name = "MOD projectile dampener module"
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desc = "Using technology from peaceborgs, this module weakens all projectiles in nearby range."
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icon_state = "projectile_dampener"
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module_type = MODULE_TOGGLE
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complexity = 3
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active_power_cost = DEFAULT_CHARGE_DRAIN
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incompatible_modules = list(/obj/item/mod/module/projectile_dampener)
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cooldown_time = 1.5 SECONDS
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/// Radius of the dampening field.
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var/field_radius = 2
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/// Damage multiplier on projectiles.
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var/damage_multiplier = 0.75
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/// Speed multiplier on projectiles, higher means slower.
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var/speed_multiplier = 2.5
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/// List of all tracked projectiles.
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var/list/tracked_projectiles = list()
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/// Effect image on projectiles.
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var/image/projectile_effect
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/// The dampening field
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var/datum/proximity_monitor/advanced/projectile_dampener/dampening_field
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/obj/item/mod/module/projectile_dampener/Initialize(mapload)
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. = ..()
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projectile_effect = image('icons/effects/fields.dmi', "projectile_dampen_effect")
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/obj/item/mod/module/projectile_dampener/on_activation()
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. = ..()
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if(!.)
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return
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if(istype(dampening_field))
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QDEL_NULL(dampening_field)
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dampening_field = new(mod.wearer, field_radius, TRUE, src)
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RegisterSignal(dampening_field, COMSIG_DAMPENER_CAPTURE, PROC_REF(dampen_projectile))
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RegisterSignal(dampening_field, COMSIG_DAMPENER_RELEASE, PROC_REF(release_projectile))
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/obj/item/mod/module/projectile_dampener/on_deactivation(display_message, deleting = FALSE)
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. = ..()
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if(!.)
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return
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QDEL_NULL(dampening_field)
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/obj/item/mod/module/projectile_dampener/proc/dampen_projectile(datum/source, obj/projectile/projectile)
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SIGNAL_HANDLER
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projectile.damage *= damage_multiplier
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projectile.speed *= speed_multiplier
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projectile.add_overlay(projectile_effect)
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/obj/item/mod/module/projectile_dampener/proc/release_projectile(datum/source, obj/projectile/projectile)
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SIGNAL_HANDLER
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projectile.damage /= damage_multiplier
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projectile.speed /= speed_multiplier
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projectile.cut_overlay(projectile_effect)
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///Active Sonar - Displays a hud circle on the turf of any living creatures in the given radius
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/obj/item/mod/module/active_sonar
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name = "MOD active sonar"
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desc = "Ancient tech from the 20th century, this module uses sonic waves to detect living creatures within the user's radius. \
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Its loud ping is much harder to hide in an indoor station than in the outdoor operations it was designed for."
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icon_state = "active_sonar"
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module_type = MODULE_USABLE
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use_power_cost = DEFAULT_CHARGE_DRAIN * 4
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complexity = 2
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incompatible_modules = list(/obj/item/mod/module/active_sonar)
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cooldown_time = 15 SECONDS
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/obj/item/mod/module/active_sonar/on_use()
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. = ..()
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if(!.)
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return
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balloon_alert(mod.wearer, "readying sonar...")
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playsound(mod.wearer, 'sound/mecha/skyfall_power_up.ogg', vol = 20, vary = TRUE, extrarange = SHORT_RANGE_SOUND_EXTRARANGE)
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if(!do_after(mod.wearer, 1.1 SECONDS, target = mod))
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return
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var/creatures_detected = 0
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for(var/mob/living/creature in range(9, mod.wearer))
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if(creature == mod.wearer || creature.stat == DEAD)
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continue
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new /obj/effect/temp_visual/sonar_ping(mod.wearer.loc, mod.wearer, creature)
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creatures_detected++
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playsound(mod.wearer, 'sound/effects/ping_hit.ogg', vol = 75, vary = TRUE, extrarange = MEDIUM_RANGE_SOUND_EXTRARANGE) // Should be audible for the radius of the sonar
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to_chat(mod.wearer, span_notice("You slam your fist into the ground, sending out a sonic wave that detects [creatures_detected] living beings nearby!"))
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#define SHOOTING_ASSISTANT_OFF "Currently Off"
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#define STORMTROOPER_MODE "Quick Fire Stormtrooper"
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#define SHARPSHOOTER_MODE "Slow Ricochet Sharpshooter"
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/**
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* A module that enhances the user's ability with firearms, with a couple drawbacks:
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* In 'Stormtrooper' mode, the user will be given faster firerate, but lower accuracy.
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* In 'Sharpshooter' mode, the user will have better accuracy and ricochet to his shots, but slower movement speed.
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* Both modes prevent the user from dual wielding guns.
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*/
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/obj/item/mod/module/shooting_assistant
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name = "MOD shooting assistant module"
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desc = "A botched prototype meant to boost the TGMC crayon eaters' ability with firearms. \
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It has only two modes available in its configurations: \
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'Quick Fire Stormtrooper' and 'Slow Ricochet Sharpshooter', \
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both incompatible with dual wielding firearms."
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icon_state = "shooting_assistant"
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module_type = MODULE_PASSIVE
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complexity = 3
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incompatible_modules = list(/obj/item/mod/module/shooting_assistant)
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var/selected_mode = SHOOTING_ASSISTANT_OFF
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///Association list, the assoc values are the balloon alerts shown to the user when the mode is set.
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var/static/list/available_modes = list(
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SHOOTING_ASSISTANT_OFF = "assistant off",
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STORMTROOPER_MODE = "stormtrooper mode",
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SHARPSHOOTER_MODE = "sharpshooter mode",
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)
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/obj/item/mod/module/shooting_assistant/get_configuration()
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. = ..()
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.["shooting_mode"] = add_ui_configuration("Mode", "list", selected_mode, assoc_to_keys(available_modes))
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/obj/item/mod/module/shooting_assistant/configure_edit(key, value)
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switch(key)
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if("shooting_mode")
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set_shooting_mode(value)
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/obj/item/mod/module/shooting_assistant/proc/set_shooting_mode(new_mode)
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if(new_mode == selected_mode || !mod.active)
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return
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if(new_mode != SHOOTING_ASSISTANT_OFF && !mod.get_charge())
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balloon_alert(mod.wearer, "no charge!")
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playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
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return
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//Remove the effects of the previously selected mode
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if(mod.active)
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remove_mode_effects()
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balloon_alert(mod.wearer, available_modes[new_mode])
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selected_mode = new_mode
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//Apply the effects of the new mode
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if(mod.active)
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apply_mode_effects()
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/obj/item/mod/module/shooting_assistant/proc/apply_mode_effects()
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switch(selected_mode)
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if(SHOOTING_ASSISTANT_OFF)
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idle_power_cost = 0
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if(STORMTROOPER_MODE)
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idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.4
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mod.wearer.add_traits(list(TRAIT_NO_GUN_AKIMBO, TRAIT_DOUBLE_TAP), MOD_TRAIT)
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RegisterSignal(mod.wearer, COMSIG_MOB_FIRED_GUN, PROC_REF(stormtrooper_fired_gun))
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if(SHARPSHOOTER_MODE)
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idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.6
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mod.wearer.add_traits(list(TRAIT_NO_GUN_AKIMBO, TRAIT_NICE_SHOT), MOD_TRAIT)
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RegisterSignal(mod.wearer, COMSIG_MOB_FIRED_GUN, PROC_REF(sharpshooter_fired_gun))
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RegisterSignal(mod.wearer, COMSIG_PROJECTILE_FIRER_BEFORE_FIRE, PROC_REF(apply_ricochet))
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mod.wearer.add_movespeed_modifier(/datum/movespeed_modifier/shooting_assistant)
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/obj/item/mod/module/shooting_assistant/proc/remove_mode_effects()
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switch(selected_mode)
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if(STORMTROOPER_MODE)
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UnregisterSignal(mod.wearer, COMSIG_MOB_FIRED_GUN)
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mod.wearer.remove_traits(list(TRAIT_NO_GUN_AKIMBO, TRAIT_DOUBLE_TAP), MOD_TRAIT)
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if(SHARPSHOOTER_MODE)
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UnregisterSignal(mod.wearer, list(COMSIG_MOB_FIRED_GUN, COMSIG_PROJECTILE_FIRER_BEFORE_FIRE))
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mod.wearer.remove_traits(list(TRAIT_NO_GUN_AKIMBO, TRAIT_NICE_SHOT), MOD_TRAIT)
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mod.wearer.remove_movespeed_modifier(/datum/movespeed_modifier/shooting_assistant)
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/obj/item/mod/module/shooting_assistant/drain_power(amount)
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. = ..()
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if(!.)
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set_shooting_mode(SHOOTING_ASSISTANT_OFF)
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/obj/item/mod/module/shooting_assistant/on_suit_activation()
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apply_mode_effects()
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/obj/item/mod/module/shooting_assistant/on_suit_deactivation(deleting = FALSE)
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remove_mode_effects()
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/obj/item/mod/module/shooting_assistant/proc/stormtrooper_fired_gun(mob/user, obj/item/gun/gun_fired, target, params, zone_override, list/bonus_spread_values)
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SIGNAL_HANDLER
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bonus_spread_values[MIN_BONUS_SPREAD_INDEX] += 15
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bonus_spread_values[MAX_BONUS_SPREAD_INDEX] += 25
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/obj/item/mod/module/shooting_assistant/proc/sharpshooter_fired_gun(mob/user, obj/item/gun/gun_fired, target, params, zone_override, list/bonus_spread_values)
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SIGNAL_HANDLER
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bonus_spread_values[MIN_BONUS_SPREAD_INDEX] -= 20
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bonus_spread_values[MAX_BONUS_SPREAD_INDEX] -= 10
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/obj/item/mod/module/shooting_assistant/proc/apply_ricochet(mob/user, obj/projectile/projectile, datum/fired_from, atom/clicked_atom)
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SIGNAL_HANDLER
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projectile.ricochets_max += 1
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projectile.min_ricochets += 1
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projectile.ricochet_incidence_leeway = 0 //allows the projectile to bounce at any angle.
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ADD_TRAIT(projectile, TRAIT_ALWAYS_HIT_ZONE, MOD_TRAIT)
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#undef SHOOTING_ASSISTANT_OFF
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#undef STORMTROOPER_MODE
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#undef SHARPSHOOTER_MODE
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