Files
Bubberstation/code/modules/projectiles/gun.dm
EnterTheJake a2c7c8e57b Heretic Antagonist Full Overhaul. (#92119)
## About The Pull Request

Heretic has received a complete overhaul. This PR touches nearly every
aspect of the antagonist. For readability's sake, not every change is
going to be listed in this pull request.

For the full list of changes please refer to the design doc:
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

Code by Me, @Xander3359 and @Arturlang 

TGUI by @Arturlang 

Sprites by OrcaCora and GregorDM

Writing bits by @necromanceranne 

### Core changes

- Cross-pathing has been removed. Main knowledge spells are now
exclusive to their path (for the most part).

- For every main knowledge unlocked (save for the robes and the blade
upgrade), Heretics can choose one option from a draft of 3 random side
knowledges (this is a free point).

- Heretics can now purchase side knowledges from a new tab, the
"Knowledge Shop". Side-knowledges have been divided by tier (Stealth,
Defense, Summons, Combat and Main). Tiers are unlocked as you progress
toward your main path.

- Heretics now gain the grasp and mark upgrade immediately, but their
main knowledge choices cost twice as much (except for the first spell,
the robes and the blade upgrade).

- Path specific robes have been introduced! They come with their own set
of quirks.

- Each Path has received a passive ability. This passive is upgraded
when you first create your robes, and again when you complete the Ritual
of Knowledge.

- Paths have been rebalanced as a result of the removal of cross-path
progression. Cosmic and Moon paths have received soft reworks.

- Upon unlocking the path 2nd level or reaching a total of 8 points
worth of knowledge, Heretics will lose the ability to blade break (and
the limit on blades all together).

- Ascension now automatically calls the shuttle with no possibility of a
recall.

- Late join Heretic has been removed.

### New UI 
<img width="750" height="635" alt="moon path ui"
src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990"
/>


### Knowledge shop

<img width="787" height="669" alt="Knowledge shop"
src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7"
/>




### Quality of life //General balance changes

- Heretics will now gain X-ray vision for a few seconds when nearby an
eldritch essence (this effect has a cooldown).

- Ritual of knowledge now requires 1 uncommon item instead of 2. You may
now use a stunprod instead of a baton to complete the ritual. Beartraps
have been removed from the list of possible reagents.

- The maximum number of possible sacrifices required to ascend has been
reduced from 6 to 5 while the minimum has been upped to 4.

- Codex Cicatrix no longer requires a special pen to be made.

### Passive abilities

- Heretics now start with a passive ability. You can find what it does
on the path info tab after a path has been selected, and what they gain
when upgraded.

- Crafting your first set of Eldritch robes will bump your passive to
level 2.

- Unlocking the 2nd level will subsequently unlock your "Ritual Of
Knowledge"

- Completing the ritual of knowledge or ascending will net you the final
level.

### Path Specific Robes

- Armorer's Ritual is no longer a side knowledge. Each path will have
their own unique version of the ritual. This is placed after the 2nd
spell in the tree.

- Robes can no longer be destroyed by fire and acid, grant t4 flash
protection (Moth Heretics stay winning) and protection against basic
syringes, to bring them on par with other antagonist's armor sets.

- The recipe to craft the robes is now a set of armor/vest, a mask (any
mask will do now, not just gas masks), plus the unique reagent required
for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so
on)

- Wearing the robes as a non-heretic may yield some unfortunate
side-effects.

### Moon Path Rework

Moon path  rework.

Moon Heretics gain immunity to brain traumas and slowly regenerate brain
health. Equipping the moon amulette channels its effects through the
moon blade; making it unblockable and cause sanity damage instead of
brute. Ring leader's Rise now summons an army of harmless clones that
explode when attacked; the explosion briefly stuns non-heretics and
cause sanity and brain damage to them. Moon blade can also now be used
when pacified and Moon spells are no longer blocked by regular anti
magic, only mind magic protection.


**Cosmic Path Rework**

Cosmic path has received the biggest batch of changes alongside Moon.
The path has been dead last in ascension and pickrate (less than 5%) for
almost 2 years. It did gain some popularity over the last few months,
reaching the highest ascension rate in the game (12%) while mantaining a
relatively low pickrate.

Cosmic sits in a weird spot, where pretty much every knowledge
surrounding the path is either mediocre or, in the case of the
ascension, dysfunctional. Yet it has maintained a smidge of relevancy
due to how quickly Cosmic heretics can capture and sacrifice targets
thanks to Star Touch.

As a result, the best course of action would be to rebalance the
entirety of the kit; granting the heretic more tools to manipulate space
and dictate the flow of a fight, while lessening their ability to end a
confrontation by instantly sleeping their opponents.

lastly The Star Gazer is now ghost controlled ; And they shoot lazers!

<img width="636" height="451" alt="gazer gag 3"
src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b"
/>


## Why It's Good For The Game


### Ok...but why do we want this?

Again, if you want my full reasoning, please check my doc
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

To keep it short and concise; Heretic is too complex and unintuitive for
its own good. Too impenetrable for new players and too abusable for
experienced players. This can be chalked up to a lot of poor design
decisions. But ultimately, what I believe being the biggest contributor
to the current status of Heretic is the ability to move into different
paths, also known as "Cross-Pathing".

### Cross Pathing my beloathed.

Cross-pathing, while cool in theory, overcomplicates the antagonist and
overloads them with power. Players dealing with the heretic are
incapable of working out what a given heretic can do. This also leads to
late game heretics having 3 rows Worth of action buttons and virtually
no weakness.

Over the last year, I've often received the understandable but also kind
of unfair accusations of making Heretic too powerful without a clear aim
or purpose.

My goal with the paths I've reworked over the last year (Rust,Void and
Blade) wasn't necessarily to just make them stronger (although that was
also part of the goal, as they were paths that were underperforming),
but for them to have more interactions with the sandbox and to better
live up to the fantasy presented to the player.

If an harbringer of frost gets countered by a cup of coffee, we probably
messed something up.


Unfortunately, the current incarnation of Heretic doesn't really allow
for surgical balance changes to specific paths. Every time a knowledge
gets buffed, we make every path that can easily tap onto that knowledge
stronger by default. It doesn't take a genius to understand why this
system is ultimately unsustainable.

### Blade Breaking

I feel that after a heretic has reached the near peak of their power,
they no longer need the ability to instantly escape any encounter. Check
my doc for my full reasoning.

## Less versatile, more specialized paths.

By removing cross-pathing, we remove a huge maintainability burden from
the antagonist. Paths can now be designed around clearer strengths and
weaknesses. They become easier to balance and less of an headache to
understand for everyone.

It also means we can give paths some needed quality of life quirks
without having to worry how such a change might have a knock-on effect
for other paths.

Ash heretics can finally let loose without dying by their own flames.
Cosmic Heretic can go to space without having to carry a modsuit. Moon
Heretic can use their abilities without fear of one random trauma
ruining their day, and so on.

### What a horrible night to have a curse...., wait how do I curse
people again?

As of right now the heretic tree has quite a hefty amount of trinkets
that pretty much never see use.

Partly because the tree itself is a nightmare to navigate. And partly
because why would anyone set up an elaborate plan or scheme when they
can unleash 2 rows of spell in the span of bunch of seconds.

Heretics mostly gravitate towards powers that push them towards greater,
more potent combat strength. If it doesn't contribute to killing people
quicker, it isn't worth doing for most. And given the opportunity cost
associated for taking those powers, they will remain that way so long as
there are better choices to be poached.

The new draft system encourages Heretics to play more with the tools at
their disposal. If you want to go for a specific combo from the side
path options, you may now do so by tapping into the knowledge shop.

Yes, the shop does include a few knowledges from the other paths. But
these are limited to 1 per path, are very expensive and can only be
unlocked very late into the shift.

## Drip Of the Mansus

The iconic heretic robe is actually sequestered to a side path that is
most easily access by only two paths at a time. Since heretic paths are
being made to be much more specialized, the most obvious way in which
this can be showcased is through an easily
identifiable outfit.

By using the robes, we can both telegraph WHAT heretic you are looking
at, and just how much power they've accumulated and when it is
reasonable to take the kid gloves off and treat them as a genuine
threat. If a heretic is in their
robes, that heretic is now a significantly more prominent danger to the
station.

It also serves as a useful means for gating some of the more powerful
effects of a heretic's path behind the robes, AND enable options for
disarming them of that power should they be captured without making it
something endemic to their mob.

A major problem with heretics is a lack of certainty as to how powerful
they have become. A heretics robes is one of the milestones to help
players dealing with heretics identify that.

### Will this be 100% fair and balanced?

This is a massive overhaul to a pretty complex and bloated antagonist.
I've done my best to show the changes to several maintainers and other
members of the community for their feedback. But at some point we'll
have to see how this behave in the environment to get a feel if
something is over or undertuned. (that's my way of saying, yes this is
likely gonna require a testmerge or two).

What I will say is that I'm not trying to change the core identity of
Heretic.

Heretics should have the upperhand in single encounters early on, be
able to joust a small group of players after they unlock their final
spell, and end the round when they ascend. They're a progression
antagonist. They should retain their payoff as well as pose a danger as
they grow stronger.

But if more players feel like they are more reliably able to play the
antagonist in more varied and interesting ways, rather than the
antagonist largely existing as a measuring stick for 'robustness' due to
its elitist design philosophy, then the rework has been a success. There
should be something for
everyone in the antagonist, as is true for all of our antagonist roles.
2025-10-15 22:34:51 +00:00

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#define DUALWIELD_PENALTY_EXTRA_MULTIPLIER 1.4
#define FIRING_PIN_REMOVAL_DELAY 50
/obj/item/gun
name = "gun"
desc = "It's a gun. It's pretty terrible, though."
icon = 'icons/obj/weapons/guns/ballistic.dmi'
icon_state = "revolver"
inhand_icon_state = "gun"
worn_icon_state = "gun"
abstract_type = /obj/item/gun
obj_flags = CONDUCTS_ELECTRICITY
appearance_flags = TILE_BOUND|PIXEL_SCALE|LONG_GLIDE|KEEP_TOGETHER
slot_flags = ITEM_SLOT_BELT
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT)
w_class = WEIGHT_CLASS_NORMAL
throwforce = 5
throw_speed = 3
throw_range = 5
force = 5
item_flags = NEEDS_PERMIT
attack_verb_continuous = list("strikes", "hits", "bashes")
attack_verb_simple = list("strike", "hit", "bash")
action_slots = ALL
var/gun_flags = NONE
var/fire_sound = 'sound/items/weapons/gun/pistol/shot.ogg'
var/vary_fire_sound = TRUE
var/fire_sound_volume = 50
var/dry_fire_sound = 'sound/items/weapons/gun/general/dry_fire.ogg'
var/dry_fire_sound_volume = 30
/// Whether or not a message is displayed when fired
var/suppressed = SUPPRESSED_NONE
var/can_suppress = FALSE
var/suppressed_sound = 'sound/items/weapons/gun/general/heavy_shot_suppressed.ogg'
var/suppressed_volume = 60
/// Whether a gun can be unsuppressed. for ballistics, also determines if it generates a suppressor overlay
var/can_unsuppress = TRUE
var/recoil = 0 //boom boom shake the room
var/clumsy_check = TRUE
var/obj/item/ammo_casing/chambered = null
trigger_guard = TRIGGER_GUARD_NORMAL //trigger guard on the weapon, hulks can't fire them with their big meaty fingers
var/sawn_desc = null //description change if weapon is sawn-off
var/sawn_off = FALSE
var/burst_size = 1 //how large a burst is
/// Delay between shots in a burst.
var/burst_delay = 2
/// Delay between bursts (if burst-firing) or individual shots (if weapon is single-fire).
var/fire_delay = 0
var/firing_burst = 0 //Prevent the weapon from firing again while already firing
/// firing cooldown, true if this gun shouldn't be allowed to manually fire
var/fire_cd = 0
var/weapon_weight = WEAPON_LIGHT
var/dual_wield_spread = 24 //additional spread when dual wielding
///Can we hold up our target with this? Default to yes
var/can_hold_up = TRUE
/// If TRUE, and we aim at ourselves, it will initiate a do after to fire at ourselves.
/// If FALSE it will just try to fire at ourselves straight up.
var/doafter_self_shoot = TRUE
/// If TRUE, will fire ITEM_INTERACT_BLOCKING (melee, etc) if the gun has a round already in the chamber, and is waiting to be fired (but cant, usually due to waiting on fire_delay).
/// If FALSE, nothing changed.
var/chambered_attack_block = FALSE
/// Just 'slightly' snowflakey way to modify projectile damage for projectiles fired from this gun.
var/projectile_damage_multiplier = 1
/// Even snowflakier way to modify projectile wounding bonus/potential for projectiles fired from this gun.
var/projectile_wound_bonus = 0
/// The most reasonable way to modify projectile speed values for projectile fired from this gun. Honest.
/// Lower values are worse, higher values are better.
var/projectile_speed_multiplier = 1
var/spread = 0 //Spread induced by the gun itself.
var/randomspread = 1 //Set to 0 for shotguns. This is used for weapons that don't fire all their bullets at once.
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
var/obj/item/firing_pin/pin = /obj/item/firing_pin //standard firing pin for most guns
/// True if a gun dosen't need a pin, mostly used for abstract guns like tentacles and meathooks
var/pinless = FALSE
var/ammo_x_offset = 0 //used for positioning ammo count overlay on sprite
var/ammo_y_offset = 0
var/pb_knockback = 0
/// Cooldown for the visible message sent from gun flipping.
COOLDOWN_DECLARE(flip_cooldown)
/obj/item/gun/Initialize(mapload)
. = ..()
if(ispath(pin))
pin = new pin
pin.gun_insert(new_gun = src)
add_seclight_point()
add_bayonet_point()
/obj/item/gun/Destroy()
if(isobj(pin)) //Can still be the initial path, then we skip
QDEL_NULL(pin)
QDEL_NULL(chambered)
return ..()
/obj/item/gun/apply_fantasy_bonuses(bonus)
. = ..()
fire_delay = modify_fantasy_variable("fire_delay", fire_delay, -bonus, 0)
burst_delay = modify_fantasy_variable("burst_delay", burst_delay, -bonus, 0)
projectile_damage_multiplier = modify_fantasy_variable("projectile_damage_multiplier", projectile_damage_multiplier, bonus/10, 0.1)
/obj/item/gun/remove_fantasy_bonuses(bonus)
fire_delay = reset_fantasy_variable("fire_delay", fire_delay)
burst_delay = reset_fantasy_variable("burst_delay", burst_delay)
projectile_damage_multiplier = reset_fantasy_variable("projectile_damage_multiplier", projectile_damage_multiplier)
return ..()
/// Handles adding [the seclite mount component][/datum/component/seclite_attachable] to the gun.
/// If the gun shouldn't have a seclight mount, override this with a return.
/// Or, if a child of a gun with a seclite mount has slightly different behavior or icons, extend this.
/obj/item/gun/proc/add_seclight_point()
return
/// Similarly to add_seclight_point(), handles [the bayonet attachment component][/datum/component/bayonet_attachable]
/obj/item/gun/proc/add_bayonet_point()
return
/obj/item/gun/Exited(atom/movable/gone, direction)
. = ..()
if(gone == pin)
pin = null
if(gone == chambered)
chambered = null
update_appearance()
/// Clears var and updates icon.
/obj/item/gun/proc/clear_suppressor()
if(!can_unsuppress)
return
suppressed = SUPPRESSED_NONE
update_appearance()
/obj/item/gun/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
if(isliving(hit_atom))
var/mob/living/thrower = throwingdatum?.get_thrower()
if(!isliving(thrower))
return
toss_gun_hard(thrower, hit_atom)
/obj/item/gun/proc/toss_gun_hard(mob/living/thrower, mob/living/target) //throw a gun at them. They don't expect it.
if(isnull(thrower))
return FALSE
if(!HAS_TRAIT(thrower, TRAIT_TOSS_GUN_HARD))
return FALSE
target.Knockdown(0.5 SECONDS)
target.apply_damage(damage = max(w_class * 5 - throwforce, 10), damagetype = BRUTE, def_zone = thrower.zone_selected, wound_bonus = CANT_WOUND, attacking_item = src)
return TRUE
/obj/item/gun/examine(mob/user)
. = ..()
if(!pinless)
if(pin)
. += "It has \a [pin] installed."
if(pin.pin_removable)
. += span_info("[pin] looks like [pin.p_they()] could be removed with some <b>tools</b>.")
else
. += span_info("[pin] looks like [pin.p_theyre()] firmly locked in, [pin.p_they()] looks impossible to remove.")
else
. += "It doesn't have a <b>firing pin</b> installed, and won't fire."
var/healthpercent = (atom_integrity/max_integrity) * 100
switch(healthpercent)
if(60 to 95)
. += span_info("It looks slightly damaged.")
if(25 to 60)
. += span_warning("It appears heavily damaged.")
if(0 to 25)
. += span_boldwarning("It's falling apart!")
//called after the gun has successfully fired its chambered ammo.
/obj/item/gun/proc/process_chamber(empty_chamber = TRUE, from_firing = TRUE, chamber_next_round = TRUE)
handle_chamber(empty_chamber, from_firing, chamber_next_round)
SEND_SIGNAL(src, COMSIG_GUN_CHAMBER_PROCESSED)
/obj/item/gun/proc/handle_chamber(empty_chamber = TRUE, from_firing = TRUE, chamber_next_round = TRUE)
return
//check if there's enough ammo/energy/whatever to shoot one time
//i.e if clicking would make it shoot
/obj/item/gun/proc/can_shoot()
return TRUE
/obj/item/gun/proc/tk_firing(mob/living/user)
return !user.contains(src)
/obj/item/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj)
balloon_alert_to_viewers("*click*")
playsound(src, dry_fire_sound, dry_fire_sound_volume, TRUE)
/obj/item/gun/proc/fire_sounds()
if(suppressed)
playsound(src, suppressed_sound, suppressed_volume, vary_fire_sound, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0)
else
playsound(src, fire_sound, fire_sound_volume, vary_fire_sound)
/obj/item/gun/proc/shoot_live_shot(mob/living/user, pointblank = FALSE, atom/pbtarget = null, message = TRUE)
if(recoil && !tk_firing(user))
shake_camera(user, recoil + 1, recoil)
fire_sounds()
if(suppressed || !message)
return FALSE
if(tk_firing(user))
visible_message(
span_danger("[src] fires itself[pointblank ? " point blank at [pbtarget]!" : "!"]"),
blind_message = span_hear("You hear a gunshot!"),
vision_distance = COMBAT_MESSAGE_RANGE
)
else if(pointblank)
if(user == pbtarget)
user.visible_message(
span_danger("[user] fires [src] point blank at [user.p_them()]self!"),
span_userdanger("You fire [src] point blank at yourself!"),
span_hear("You hear a gunshot!"),
vision_distance = COMBAT_MESSAGE_RANGE,
visible_message_flags = ALWAYS_SHOW_SELF_MESSAGE,
)
else
user.visible_message(
span_danger("[user] fires [src] point blank at [pbtarget]!"),
span_danger("You fire [src] point blank at [pbtarget]!"),
span_hear("You hear a gunshot!"),
vision_distance = COMBAT_MESSAGE_RANGE,
ignored_mobs = pbtarget,
visible_message_flags = ALWAYS_SHOW_SELF_MESSAGE,
)
to_chat(pbtarget, span_userdanger("[user] fires [src] point blank at you!"))
if(pb_knockback > 0 && ismob(pbtarget))
var/mob/PBT = pbtarget
var/atom/throw_target = get_edge_target_turf(PBT, user.dir)
PBT.throw_at(throw_target, pb_knockback, 2)
else if(!tk_firing(user))
user.visible_message(
span_danger("[user] fires [src]!"),
span_danger("You fire [src]!"),
span_hear("You hear a gunshot!"),
vision_distance = COMBAT_MESSAGE_RANGE,
ignored_mobs = user,
visible_message_flags = ALWAYS_SHOW_SELF_MESSAGE,
)
if(chambered?.integrity_damage)
take_damage(chambered.integrity_damage, sound_effect = FALSE)
return TRUE
/obj/item/gun/atom_destruction(damage_flag)
if(!isliving(loc))
return ..()
var/mob/living/holder = loc
if(holder.is_holding(src) && holder.stat < UNCONSCIOUS)
to_chat(holder, span_boldwarning("[src] breaks down!"))
holder.playsound_local(get_turf(src), 'sound/items/weapons/smash.ogg', 50, TRUE)
return ..()
/obj/item/gun/emp_act(severity)
. = ..()
if(!(. & EMP_PROTECT_CONTENTS))
for(var/obj/inside in contents)
inside.emp_act(severity)
/obj/item/gun/attack_self_secondary(mob/user, modifiers)
. = ..()
if(.)
return
if(pinless)
return
if(!HAS_TRAIT(user, TRAIT_GUNFLIP))
return
SpinAnimation(4, 2) // The spin happens regardless of the cooldown
if(!COOLDOWN_FINISHED(src, flip_cooldown))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
COOLDOWN_START(src, flip_cooldown, 3 SECONDS)
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(40))
// yes this will sound silly for bows and wands, but that's a "gun" moment for you
user.visible_message(
span_danger("While trying to flip [src] [user] pulls the trigger accidentally!"),
span_userdanger("While trying to flip [src] you pull the trigger accidentally!"),
)
process_fire(user, user, FALSE, user.get_random_valid_zone(even_weights = TRUE))
user.dropItemToGround(src, TRUE)
else
user.visible_message(
span_notice("[user] spins [src] around [user.p_their()] finger by the trigger. That's pretty badass."),
span_notice("You spin [src] around your finger by the trigger. That's pretty badass."),
)
playsound(src, 'sound/items/handling/ammobox_pickup.ogg', 20, FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/gun/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(try_fire_gun(interacting_with, user, list2params(modifiers)))
return ITEM_INTERACT_SUCCESS
if(chambered_attack_block == TRUE && can_shoot() && isliving(interacting_with))
return ITEM_INTERACT_BLOCKING // block melee (etc), usually if waiting on fire delay
return NONE
/obj/item/gun/interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
if(user.combat_mode && isliving(interacting_with))
return ITEM_INTERACT_SKIP_TO_ATTACK // Gun bash / bayonet attack
if(!can_hold_up || !isliving(interacting_with))
return interact_with_atom(interacting_with, user, modifiers)
var/datum/component/gunpoint/gunpoint_component = user.GetComponent(/datum/component/gunpoint)
if (gunpoint_component)
balloon_alert(user, "already holding [gunpoint_component.target == interacting_with ? "them" : "someone"] up!")
return ITEM_INTERACT_BLOCKING
if (user == interacting_with)
balloon_alert(user, "can't hold yourself up!")
return ITEM_INTERACT_BLOCKING
if(do_after(user, 0.5 SECONDS, interacting_with))
user.AddComponent(/datum/component/gunpoint, interacting_with, src)
return ITEM_INTERACT_SUCCESS
/obj/item/gun/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(try_fire_gun(interacting_with, user, list2params(modifiers)))
return ITEM_INTERACT_SUCCESS
return ITEM_INTERACT_BLOCKING
/obj/item/gun/ranged_interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
if(IN_GIVEN_RANGE(user, interacting_with, GUNPOINT_SHOOTER_STRAY_RANGE))
return interact_with_atom_secondary(interacting_with, user, modifiers)
return ..()
/obj/item/gun/proc/try_fire_gun(atom/target, mob/living/user, params)
return fire_gun(target, user, user.Adjacent(target), params)
/obj/item/gun/proc/fire_gun(atom/target, mob/living/user, flag, params)
if(QDELETED(target))
return
if(firing_burst)
return
if(SEND_SIGNAL(user, COMSIG_MOB_TRYING_TO_FIRE_GUN, src, target, flag, params) & COMPONENT_CANCEL_GUN_FIRE)
return
if(SEND_SIGNAL(src, COMSIG_GUN_TRY_FIRE, user, target, flag, params) & COMPONENT_CANCEL_GUN_FIRE)
return
if(flag) //It's adjacent, is the user, or is on the user's person
if(target in user.contents) //can't shoot stuff inside us.
return
if(!ismob(target)) //melee attack
return
if(target == user && (user.zone_selected != BODY_ZONE_PRECISE_MOUTH && doafter_self_shoot)) //so we can't shoot ourselves (unless mouth selected)
return
if(iscarbon(target))
var/mob/living/carbon/C = target
for(var/i in C.all_wounds)
var/datum/wound/W = i
if(W.try_treating(src, user))
return // another coward cured!
if(istype(user))//Check if the user can use the gun, if the user isn't alive(turrets) assume it can.
var/mob/living/L = user
if(!can_trigger_gun(L))
return
if(flag && doafter_self_shoot && user.zone_selected == BODY_ZONE_PRECISE_MOUTH)
handle_suicide(user, target, params)
return
if(!can_shoot()) //Just because you can pull the trigger doesn't mean it can shoot.
shoot_with_empty_chamber(user)
return
if(check_botched(user, target))
return
var/obj/item/bodypart/other_hand = user.has_hand_for_held_index(user.get_inactive_hand_index()) //returns non-disabled inactive hands
if(weapon_weight == WEAPON_HEAVY && (user.get_inactive_held_item() || !other_hand))
balloon_alert(user, "use both hands!")
return
//DUAL (or more!) WIELDING
var/bonus_spread = 0
var/loop_counter = 0
if(user.combat_mode && !HAS_TRAIT(user, TRAIT_NO_GUN_AKIMBO))
for(var/obj/item/gun/gun in user.held_items)
if(gun == src || gun.weapon_weight >= WEAPON_MEDIUM)
continue
else if(gun.can_trigger_gun(user, akimbo_usage = TRUE))
bonus_spread += dual_wield_spread
loop_counter++
addtimer(CALLBACK(gun, TYPE_PROC_REF(/obj/item/gun, process_fire), target, user, TRUE, params, null, bonus_spread), loop_counter)
return process_fire(target, user, TRUE, params, null, bonus_spread)
/obj/item/gun/proc/check_botched(mob/living/user, atom/target)
if(clumsy_check)
if(istype(user))
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(40))
var/target_zone = user.get_random_valid_zone(blacklisted_parts = list(BODY_ZONE_CHEST, BODY_ZONE_HEAD, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM), even_weights = TRUE, bypass_warning = TRUE)
if(!target_zone)
return
to_chat(user, span_userdanger("You shoot yourself in the foot with [src]!"))
process_fire(user, user, FALSE, null, target_zone)
SEND_SIGNAL(user, COMSIG_MOB_CLUMSY_SHOOT_FOOT)
if(!tk_firing(user) && !HAS_TRAIT(src, TRAIT_NODROP))
user.dropItemToGround(src, TRUE)
return TRUE
/obj/item/gun/can_trigger_gun(mob/living/user, akimbo_usage)
. = ..()
if(!handle_pins(user))
return FALSE
/obj/item/gun/proc/handle_pins(mob/living/user)
if(pinless)
return TRUE
if(pin)
if(pin.pin_auth(user) || (pin.obj_flags & EMAGGED))
return TRUE
else
pin.auth_fail(user)
return FALSE
else
to_chat(user, span_warning("[src]'s trigger is locked. This weapon doesn't have a firing pin installed!"))
balloon_alert(user, "trigger locked, firing pin needed!")
return FALSE
/obj/item/gun/proc/recharge_newshot()
return
/obj/item/gun/proc/process_burst(mob/living/user, atom/target, message = TRUE, params=null, zone_override = "", random_spread = 0, burst_spread_mult = 0, iteration = 0)
if(!user || !firing_burst)
firing_burst = FALSE
return FALSE
if(!issilicon(user))
if(iteration > 1 && !(user.is_holding(src))) //for burst firing
firing_burst = FALSE
return FALSE
if(chambered?.loaded_projectile)
if(HAS_TRAIT(user, 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.
if(chambered.harmful) // Is the bullet chambered harmful?
to_chat(user, span_warning("[src] is lethally chambered! You don't want to risk harming anyone..."))
firing_burst = FALSE
return FALSE
var/sprd
if(randomspread)
sprd = round((rand(0, 1) - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (random_spread))
else //Smart spread
sprd = round((((burst_spread_mult/burst_size) * iteration) - (0.5 + (burst_spread_mult * 0.25))) * (random_spread))
before_firing(target,user)
if(!chambered.fire_casing(target, user, params, 0, suppressed, zone_override, sprd, src))
shoot_with_empty_chamber(user)
firing_burst = FALSE
return FALSE
else
if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
shoot_live_shot(user, TRUE, target, message)
else
shoot_live_shot(user, FALSE, target, message)
if (iteration >= burst_size)
firing_burst = FALSE
else
shoot_with_empty_chamber(user)
firing_burst = FALSE
return FALSE
process_chamber()
update_appearance()
return TRUE
///returns true if the gun successfully fires
/obj/item/gun/proc/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
var/base_bonus_spread = 0
if(user)
var/list/bonus_spread_values = list(base_bonus_spread, bonus_spread)
SEND_SIGNAL(user, COMSIG_MOB_FIRED_GUN, src, target, params, zone_override, bonus_spread_values)
base_bonus_spread = bonus_spread_values[MIN_BONUS_SPREAD_INDEX]
bonus_spread = bonus_spread_values[MAX_BONUS_SPREAD_INDEX]
SEND_SIGNAL(src, COMSIG_GUN_FIRED, user, target, params, zone_override)
add_fingerprint(user)
if(fire_cd)
return
//Vary by at least this much
var/randomized_bonus_spread = rand(base_bonus_spread, bonus_spread)
var/randomized_gun_spread = spread ? rand(0, spread) : 0
var/total_random_spread = max(0, randomized_bonus_spread + randomized_gun_spread)
var/burst_spread_mult = rand()
var/modified_burst_delay = burst_delay
var/modified_fire_delay = fire_delay
if(user && HAS_TRAIT(user, TRAIT_DOUBLE_TAP))
modified_burst_delay = ROUND_UP(burst_delay * 0.5)
modified_fire_delay = ROUND_UP(fire_delay * 0.5)
if(burst_size > 1)
firing_burst = TRUE
fire_cd = TRUE
for(var/i = 1 to burst_size)
addtimer(CALLBACK(src, PROC_REF(process_burst), user, target, message, params, zone_override, total_random_spread, burst_spread_mult, i), modified_burst_delay * (i - 1))
addtimer(CALLBACK(src, PROC_REF(reset_fire_cd)), modified_fire_delay) // for the case of fire delay longer than burst
else
if(chambered)
if(HAS_TRAIT(user, 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.
if(chambered.harmful) // Is the bullet chambered harmful?
to_chat(user, span_warning("[src] is lethally chambered! You don't want to risk harming anyone..."))
return
var/sprd = round((rand(0, 1) - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * total_random_spread)
before_firing(target,user)
if(!chambered.fire_casing(target, user, params, 0, suppressed, zone_override, sprd, src))
shoot_with_empty_chamber(user)
return
else
if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
shoot_live_shot(user, TRUE, target, message)
else
shoot_live_shot(user, FALSE, target, message)
else
shoot_with_empty_chamber(user)
return
// If gun gets destroyed as a result of firing
if (!QDELETED(src))
process_chamber()
update_appearance()
fire_cd = TRUE
addtimer(CALLBACK(src, PROC_REF(reset_fire_cd)), modified_fire_delay)
if(user)
user.update_held_items()
SSblackbox.record_feedback("tally", "gun_fired", 1, type)
return TRUE
/obj/item/gun/proc/reset_fire_cd()
fire_cd = FALSE
/obj/item/gun/screwdriver_act(mob/living/user, obj/item/I)
. = ..()
if(.)
return
if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
return
if(pin?.pin_removable && user.is_holding(src))
user.visible_message(span_warning("[user] attempts to remove [pin] from [src] with [I]."),
span_notice("You attempt to remove [pin] from [src]. (It will take [DisplayTimeText(FIRING_PIN_REMOVAL_DELAY)].)"), null, 3)
if(I.use_tool(src, user, FIRING_PIN_REMOVAL_DELAY, volume = 50))
if(!pin) //check to see if the pin is still there, or we can spam messages by clicking multiple times during the tool delay
return
user.visible_message(span_notice("[pin] is pried out of [src] by [user], destroying the pin in the process."),
span_warning("You pry [pin] out with [I], destroying the pin in the process."), null, 3)
QDEL_NULL(pin)
return ITEM_INTERACT_SUCCESS
/obj/item/gun/welder_act(mob/living/user, obj/item/I)
. = ..()
if(.)
return
if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
return
if(pin?.pin_removable && user.is_holding(src))
user.visible_message(span_warning("[user] attempts to remove [pin] from [src] with [I]."),
span_notice("You attempt to remove [pin] from [src]. (It will take [DisplayTimeText(FIRING_PIN_REMOVAL_DELAY)].)"), null, 3)
if(I.use_tool(src, user, FIRING_PIN_REMOVAL_DELAY, 5, volume = 50))
if(!pin) //check to see if the pin is still there, or we can spam messages by clicking multiple times during the tool delay
return
user.visible_message(span_notice("[pin] is spliced out of [src] by [user], melting part of the pin in the process."),
span_warning("You splice [pin] out of [src] with [I], melting part of the pin in the process."), null, 3)
QDEL_NULL(pin)
return TRUE
/obj/item/gun/wirecutter_act(mob/living/user, obj/item/I)
. = ..()
if(.)
return
if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
return
if(pin?.pin_removable && user.is_holding(src))
user.visible_message(span_warning("[user] attempts to remove [pin] from [src] with [I]."),
span_notice("You attempt to remove [pin] from [src]. (It will take [DisplayTimeText(FIRING_PIN_REMOVAL_DELAY)].)"), null, 3)
if(I.use_tool(src, user, FIRING_PIN_REMOVAL_DELAY, volume = 50))
if(!pin) //check to see if the pin is still there, or we can spam messages by clicking multiple times during the tool delay
return
user.visible_message(span_notice("[pin] is ripped out of [src] by [user], mangling the pin in the process."),
span_warning("You rip [pin] out of [src] with [I], mangling the pin in the process."), null, 3)
QDEL_NULL(pin)
return TRUE
/obj/item/gun/animate_atom_living(mob/living/owner)
new /mob/living/basic/mimic/copy/ranged(drop_location(), src, owner)
/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(fire_cd)
return
if(user == target)
target.visible_message(span_warning("[user] sticks [src] in [user.p_their()] mouth, ready to pull the trigger..."), \
span_userdanger("You stick [src] in your mouth, ready to pull the trigger..."))
else
target.visible_message(span_warning("[user] points [src] at [target]'s head, ready to pull the trigger..."), \
span_userdanger("[user] points [src] at your head, ready to pull the trigger..."))
fire_cd = TRUE
if(!bypass_timer && (!do_after(user, 12 SECONDS, target) || user.zone_selected != BODY_ZONE_PRECISE_MOUTH))
if(user)
if(user == target)
user.visible_message(span_notice("[user] decided not to shoot."))
else if(target?.Adjacent(user))
target.visible_message(span_notice("[user] has decided to spare [target]"), span_notice("[user] has decided to spare your life!"))
fire_cd = FALSE
return
fire_cd = FALSE
target.visible_message(span_warning("[user] pulls the trigger!"), span_userdanger("[(user == target) ? "You pull" : "[user] pulls"] the trigger!"))
if(chambered?.loaded_projectile)
chambered.loaded_projectile.damage *= 5
if(chambered.loaded_projectile.wound_bonus != CANT_WOUND)
chambered.loaded_projectile.wound_bonus += 5 // much more dramatic on multiple pellet'd projectiles really
var/fired = process_fire(target, user, TRUE, params, BODY_ZONE_HEAD)
if(!fired && chambered?.loaded_projectile)
chambered.loaded_projectile.damage /= 5
if(chambered.loaded_projectile.wound_bonus != CANT_WOUND)
chambered.loaded_projectile.wound_bonus -= 5
/obj/item/gun/proc/unlock() //used in summon guns and as a convience for admins
if(pin)
qdel(pin)
var/obj/item/firing_pin/new_pin = new
new_pin.gun_insert(new_gun = src)
//Happens before the actual projectile creation
/obj/item/gun/proc/before_firing(atom/target,mob/user)
return
#undef FIRING_PIN_REMOVAL_DELAY
#undef DUALWIELD_PENALTY_EXTRA_MULTIPLIER