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## About The Pull Request This PR tackles our piss-poor item action handling. Currently in order to make an item only have actions when its equipped to a certain slot you need to override a proc, which I've changed by introducing an action_slots variable. I've also cleaned up a ton of action code, and most importantly moved a lot of Trigger effects on items to do_effect, which allows actions to not call ui_action_click or attack_self on an item without bypassing IsAvailible and comsigs that parent Trigger has. This resolves issues like jump boots being usable from your hands, HUDs being toggleable out of your pockets, etc. Also moved a few actions from relying on attack_self to individual handling on their side. This also stops welding masks/hardhats from showing their action while you hold them, this part of the change is just something I thought didn't make much sense - you can use their action by using them in-hand, and flickering on your action bar can be annoying when reshuffling your backpack. Closes #89653 ## Why It's Good For The Game Makes action handling significantly less ass, allows us to avoid code like this ```js /obj/item/clothing/mask/gas/sechailer/ui_action_click(mob/user, action) if(istype(action, /datum/action/item_action/halt)) halt() else adjust_visor(user) ```
631 lines
24 KiB
Plaintext
631 lines
24 KiB
Plaintext
#define DUALWIELD_PENALTY_EXTRA_MULTIPLIER 1.4
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#define FIRING_PIN_REMOVAL_DELAY 50
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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/weapons/guns/ballistic.dmi'
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icon_state = "revolver"
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inhand_icon_state = "gun"
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worn_icon_state = "gun"
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obj_flags = CONDUCTS_ELECTRICITY
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appearance_flags = TILE_BOUND|PIXEL_SCALE|LONG_GLIDE|KEEP_TOGETHER
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slot_flags = ITEM_SLOT_BELT
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custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT)
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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_continuous = list("strikes", "hits", "bashes")
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attack_verb_simple = list("strike", "hit", "bash")
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action_slots = ALL
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var/gun_flags = NONE
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var/fire_sound = 'sound/items/weapons/gun/pistol/shot.ogg'
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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/items/weapons/gun/general/dry_fire.ogg'
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var/dry_fire_sound_volume = 30
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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/items/weapons/gun/general/heavy_shot_suppressed.ogg'
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var/suppressed_volume = 60
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var/can_unsuppress = TRUE /// whether a gun can be unsuppressed. for ballistics, also determines if it generates a suppressor overlay
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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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/// Delay between shots in a burst.
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var/burst_delay = 2
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/// Delay between bursts (if burst-firing) or individual shots (if weapon is single-fire).
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var/fire_delay = 0
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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/dual_wield_spread = 24 //additional spread when dual wielding
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///Can we hold up our target with this? Default to yes
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var/can_hold_up = FALSE // SKYRAT EDIT - DISABLED ORIGINAL: TRUE
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/// Just 'slightly' snowflakey way to modify projectile damage for projectiles fired from this gun.
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var/projectile_damage_multiplier = 1
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/// Even snowflakier way to modify projectile wounding bonus/potential for projectiles fired from this gun.
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var/projectile_wound_bonus = 0
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/// The most reasonable way to modify projectile speed values for projectile fired from this gun. Honest.
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/// Lower values are better, higher values are worse.
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var/projectile_speed_multiplier = 1
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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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/// True if a gun dosen't need a pin, mostly used for abstract guns like tentacles and meathooks
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var/pinless = FALSE
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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/pb_knockback = 0
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/// Cooldown for the visible message sent from gun flipping.
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COOLDOWN_DECLARE(flip_cooldown)
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/obj/item/gun/Initialize(mapload)
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. = ..()
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if(ispath(pin))
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pin = new pin
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pin.gun_insert(new_gun = src)
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add_seclight_point()
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give_gun_safeties() // SKYRAT EDIT ADDITION - GUN SAFETIES
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give_manufacturer_examine() // SKYRAT EDIT ADDITON - MANUFACTURER EXAMINE
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add_bayonet_point()
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/obj/item/gun/Destroy()
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if(isobj(pin)) //Can still be the initial path, then we skip
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QDEL_NULL(pin)
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if(chambered) //Not all guns are chambered (EMP'ed energy guns etc)
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QDEL_NULL(chambered)
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if(isatom(suppressed)) //SUPPRESSED IS USED AS BOTH A TRUE/FALSE AND AS A REF, WHAT THE FUCKKKKKKKKKKKKKKKKK
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QDEL_NULL(suppressed)
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return ..()
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/obj/item/gun/apply_fantasy_bonuses(bonus)
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. = ..()
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fire_delay = modify_fantasy_variable("fire_delay", fire_delay, -bonus, 0)
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burst_delay = modify_fantasy_variable("burst_delay", burst_delay, -bonus, 0)
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projectile_damage_multiplier = modify_fantasy_variable("projectile_damage_multiplier", projectile_damage_multiplier, bonus/10, 0.1)
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/obj/item/gun/remove_fantasy_bonuses(bonus)
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fire_delay = reset_fantasy_variable("fire_delay", fire_delay)
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burst_delay = reset_fantasy_variable("burst_delay", burst_delay)
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projectile_damage_multiplier = reset_fantasy_variable("projectile_damage_multiplier", projectile_damage_multiplier)
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return ..()
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/// Handles adding [the seclite mount component][/datum/component/seclite_attachable] to the gun.
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/// If the gun shouldn't have a seclight mount, override this with a return.
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/// Or, if a child of a gun with a seclite mount has slightly different behavior or icons, extend this.
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/obj/item/gun/proc/add_seclight_point()
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return
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/// Similarly to add_seclight_point(), handles [the bayonet attachment component][/datum/component/bayonet_attachable]
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/obj/item/gun/proc/add_bayonet_point()
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return
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/obj/item/gun/Exited(atom/movable/gone, direction)
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. = ..()
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if(gone == pin)
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pin = null
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if(gone == chambered)
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chambered = null
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update_appearance()
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if(gone == suppressed)
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clear_suppressor()
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///Clears var and updates icon. In the case of ballistic weapons, also updates the gun's weight.
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/obj/item/gun/proc/clear_suppressor()
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if(!can_unsuppress)
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return
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suppressed = null
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update_appearance()
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/obj/item/gun/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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. = ..()
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if(isliving(hit_atom))
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var/mob/living/thrower = throwingdatum?.get_thrower()
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toss_gun_hard(thrower, hit_atom)
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/obj/item/gun/proc/toss_gun_hard(mob/living/thrower, mob/living/target) //throw a gun at them. They don't expect it.
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if(isnull(thrower))
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return FALSE
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if(!HAS_TRAIT(thrower, TRAIT_TOSS_GUN_HARD))
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return FALSE
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target.Knockdown(0.5 SECONDS)
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target.apply_damage(damage = max(w_class * 5 - throwforce, 10), damagetype = BRUTE, def_zone = thrower.zone_selected, wound_bonus = CANT_WOUND, attacking_item = src)
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return TRUE
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/obj/item/gun/examine(mob/user)
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. = ..()
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if(!pinless)
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if(pin)
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. += "It has \a [pin] installed."
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if(pin.pin_removable)
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. += span_info("[pin] looks like [pin.p_they()] could be removed with some <b>tools</b>.")
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else
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. += span_info("[pin] looks like [pin.p_theyre()] firmly locked in, [pin.p_they()] looks impossible to remove.")
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else
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. += "It doesn't have a <b>firing pin</b> installed, and won't fire."
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var/healthpercent = (atom_integrity/max_integrity) * 100
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switch(healthpercent)
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if(60 to 95)
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. += span_info("It looks slightly damaged.")
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if(25 to 60)
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. += span_warning("It appears heavily damaged.")
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if(0 to 25)
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. += span_boldwarning("It's falling apart!")
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//called after the gun has successfully fired its chambered ammo.
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/obj/item/gun/proc/process_chamber(empty_chamber = TRUE, from_firing = TRUE, chamber_next_round = TRUE)
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handle_chamber(empty_chamber, from_firing, chamber_next_round)
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SEND_SIGNAL(src, COMSIG_GUN_CHAMBER_PROCESSED)
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/obj/item/gun/proc/handle_chamber(empty_chamber = TRUE, from_firing = TRUE, chamber_next_round = TRUE)
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return
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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/tk_firing(mob/living/user)
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return !user.contains(src)
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/obj/item/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj)
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balloon_alert_to_viewers("*click*")
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playsound(src, dry_fire_sound, dry_fire_sound_volume, TRUE)
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/obj/item/gun/proc/fire_sounds()
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if(suppressed)
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playsound(src, suppressed_sound, suppressed_volume, vary_fire_sound, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0)
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else
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playsound(src, fire_sound, fire_sound_volume, vary_fire_sound)
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/obj/item/gun/proc/shoot_live_shot(mob/living/user, pointblank = FALSE, atom/pbtarget = null, message = TRUE)
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if(recoil && !tk_firing(user))
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shake_camera(user, recoil + 1, recoil)
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fire_sounds()
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if(suppressed || !message)
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return FALSE
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if(tk_firing(user))
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visible_message(
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span_danger("[src] fires itself[pointblank ? " point blank at [pbtarget]!" : "!"]"),
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blind_message = span_hear("You hear a gunshot!"),
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vision_distance = COMBAT_MESSAGE_RANGE
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)
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else if(pointblank)
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user.visible_message(
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span_danger("[user] fires [src] point blank at [pbtarget]!"),
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span_danger("You fire [src] point blank at [pbtarget]!"),
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span_hear("You hear a gunshot!"), COMBAT_MESSAGE_RANGE, pbtarget
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)
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to_chat(pbtarget, span_userdanger("[user] fires [src] point blank at you!"))
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if(pb_knockback > 0 && ismob(pbtarget))
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var/mob/PBT = pbtarget
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var/atom/throw_target = get_edge_target_turf(PBT, user.dir)
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PBT.throw_at(throw_target, pb_knockback, 2)
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else if(!tk_firing(user))
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user.visible_message(
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span_danger("[user] fires [src]!"),
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blind_message = span_hear("You hear a gunshot!"),
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vision_distance = COMBAT_MESSAGE_RANGE,
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ignored_mobs = user
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)
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if(chambered?.integrity_damage)
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take_damage(chambered.integrity_damage, sound_effect = FALSE)
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return TRUE
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/obj/item/gun/atom_destruction(damage_flag)
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if(!isliving(loc))
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return ..()
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var/mob/living/holder = loc
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if(holder.is_holding(src) && holder.stat < UNCONSCIOUS)
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to_chat(holder, span_boldwarning("[src] breaks down!"))
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holder.playsound_local(get_turf(src), 'sound/items/weapons/smash.ogg', 50, TRUE)
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return ..()
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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/inside in contents)
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inside.emp_act(severity)
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/obj/item/gun/attack_self_secondary(mob/user, modifiers)
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. = ..()
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if(.)
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return
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if(pinless)
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return
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if(!HAS_TRAIT(user, TRAIT_GUNFLIP))
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return
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SpinAnimation(4, 2) // The spin happens regardless of the cooldown
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if(!COOLDOWN_FINISHED(src, flip_cooldown))
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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COOLDOWN_START(src, flip_cooldown, 3 SECONDS)
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if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(40))
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// yes this will sound silly for bows and wands, but that's a "gun" moment for you
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user.visible_message(
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span_danger("While trying to flip [src] [user] pulls the trigger accidentally!"),
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span_userdanger("While trying to flip [src] you pull the trigger accidentally!"),
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)
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process_fire(user, user, FALSE, user.get_random_valid_zone(even_weights = TRUE))
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user.dropItemToGround(src, TRUE)
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else
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user.visible_message(
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span_notice("[user] spins [src] around [user.p_their()] finger by the trigger. That's pretty badass."),
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span_notice("You spin [src] around your finger by the trigger. That's pretty badass."),
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)
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playsound(src, 'sound/items/handling/ammobox_pickup.ogg', 20, FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/item/gun/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(user.combat_mode && isliving(interacting_with))
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return ITEM_INTERACT_SKIP_TO_ATTACK // Gun bash / bayonet attack
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if(try_fire_gun(interacting_with, user, list2params(modifiers)))
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return ITEM_INTERACT_SUCCESS
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return NONE
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/obj/item/gun/interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
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if(!can_hold_up || !isliving(interacting_with))
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return interact_with_atom(interacting_with, user, modifiers)
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var/datum/component/gunpoint/gunpoint_component = user.GetComponent(/datum/component/gunpoint)
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if (gunpoint_component)
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balloon_alert(user, "already holding [gunpoint_component.target == interacting_with ? "them" : "someone"] up!")
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return ITEM_INTERACT_BLOCKING
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if (user == interacting_with)
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balloon_alert(user, "can't hold yourself up!")
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return ITEM_INTERACT_BLOCKING
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if(do_after(user, 0.5 SECONDS, interacting_with))
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user.AddComponent(/datum/component/gunpoint, interacting_with, src)
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return ITEM_INTERACT_SUCCESS
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/obj/item/gun/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(try_fire_gun(interacting_with, user, list2params(modifiers)))
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return ITEM_INTERACT_SUCCESS
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return ITEM_INTERACT_BLOCKING
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/obj/item/gun/ranged_interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
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if(IN_GIVEN_RANGE(user, interacting_with, GUNPOINT_SHOOTER_STRAY_RANGE))
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return interact_with_atom_secondary(interacting_with, user, modifiers)
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return ..()
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/obj/item/gun/proc/try_fire_gun(atom/target, mob/living/user, params)
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return fire_gun(target, user, user.Adjacent(target), params)
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/obj/item/gun/proc/fire_gun(atom/target, mob/living/user, flag, params)
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if(QDELETED(target))
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return
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if(firing_burst)
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return
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if(SEND_SIGNAL(user, COMSIG_MOB_TRYING_TO_FIRE_GUN, src, target, flag, params) & COMPONENT_CANCEL_GUN_FIRE)
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return
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if(SEND_SIGNAL(src, COMSIG_GUN_TRY_FIRE, user, target, flag, params) & COMPONENT_CANCEL_GUN_FIRE)
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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.combat_mode) //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(iscarbon(target))
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var/mob/living/carbon/C = target
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for(var/i in C.all_wounds)
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var/datum/wound/W = i
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if(W.try_treating(src, user))
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return // another coward cured!
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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(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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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(check_botched(user, target))
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return
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var/obj/item/bodypart/other_hand = user.has_hand_for_held_index(user.get_inactive_hand_index()) //returns non-disabled inactive hands
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if(weapon_weight == WEAPON_HEAVY && (user.get_inactive_held_item() || !other_hand))
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balloon_alert(user, "use both hands!")
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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(user.combat_mode && !HAS_TRAIT(user, TRAIT_NO_GUN_AKIMBO))
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for(var/obj/item/gun/gun in user.held_items)
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if(gun == src || gun.weapon_weight >= WEAPON_MEDIUM)
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continue
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else if(gun.can_trigger_gun(user, akimbo_usage = TRUE))
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bonus_spread += dual_wield_spread
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loop_counter++
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addtimer(CALLBACK(gun, TYPE_PROC_REF(/obj/item/gun, process_fire), target, user, TRUE, params, null, bonus_spread), loop_counter)
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return process_fire(target, user, TRUE, params, null, bonus_spread)
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/obj/item/gun/proc/check_botched(mob/living/user, atom/target)
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if(clumsy_check)
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if(istype(user))
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if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(40))
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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)
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|
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, ,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(semicd)
|
|
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
|
|
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))
|
|
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, , 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()
|
|
semicd = TRUE
|
|
addtimer(CALLBACK(src, PROC_REF(reset_semicd)), modified_fire_delay)
|
|
|
|
if(user)
|
|
user.update_held_items()
|
|
SSblackbox.record_feedback("tally", "gun_fired", 1, type)
|
|
|
|
return TRUE
|
|
|
|
/obj/item/gun/proc/reset_semicd()
|
|
semicd = 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(semicd)
|
|
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..."))
|
|
|
|
semicd = 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!"))
|
|
semicd = FALSE
|
|
return
|
|
|
|
semicd = 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
|