mirror of
https://github.com/Bubberstation/Bubberstation.git
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348 lines
10 KiB
Plaintext
348 lines
10 KiB
Plaintext
#define SAWN_INTACT 0
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#define SAWN_OFF 1
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#define SAWN_SAWING -1
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/obj/item/weapon/gun
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name = "gun"
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desc = "It's a gun. It's pretty terrible, though."
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icon = 'icons/obj/guns/projectile.dmi'
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icon_state = "detective"
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item_state = "gun"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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m_amt = 2000
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w_class = 3.0
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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 = 5.0
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origin_tech = "combat=1"
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needs_permit = 1
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attack_verb = list("struck", "hit", "bashed")
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var/fire_sound = "gunshot"
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var/suppressed = 0 //whether or not a message is displayed when fired
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var/can_suppress = 0
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var/recoil = 0 //boom boom shake the room
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var/clumsy_check = 1
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var/obj/item/ammo_casing/chambered = null
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var/trigger_guard = 1 //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_state = SAWN_INTACT
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var/burst_size = 1 //how large a burst is
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var/fire_delay = 0 //rate of fire for burst firing and semi auto
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var/semicd = 0 //cooldown handler
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var/heavy_weapon = 0
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var/unique_rename = 0 //allows renaming with a pen
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var/unique_reskin = 0 //allows one-time reskinning
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var/reskinned = 0 //whether or not the gun has been reskinned
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var/list/options = list()
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lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/guns_righthand.dmi'
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var/obj/item/device/firing_pin/pin = /obj/item/device/firing_pin //standard firing pin for most guns
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var/obj/item/device/flashlight/F = null
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var/can_flashlight = 0
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var/list/upgrades = list()
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/obj/item/weapon/gun/New()
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..()
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if(pin)
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pin = new pin(src)
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/obj/item/weapon/gun/examine(mob/user)
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..()
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if(pin)
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user << "It has [pin] installed."
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else
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user << "It doesn't have a firing pin installed, and won't fire."
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/obj/item/weapon/gun/proc/process_chamber()
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return 0
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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/weapon/gun/proc/can_shoot()
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return 1
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/obj/item/weapon/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj)
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user << "<span class='danger'>*click*</span>"
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playsound(user, 'sound/weapons/empty.ogg', 100, 1)
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return
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/obj/item/weapon/gun/proc/shoot_live_shot(mob/living/user as mob|obj, var/pointblank = 0, var/mob/pbtarget = null, var/message = 1)
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if(recoil)
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spawn()
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shake_camera(user, recoil + 1, recoil)
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if(suppressed)
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playsound(user, fire_sound, 10, 1)
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else
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playsound(user, fire_sound, 50, 1)
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if(!message)
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return
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if(pointblank)
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user.visible_message("<span class='danger'>[user] fires [src] point blank at [pbtarget]!</span>", "<span class='danger'>You fire [src] point blank at [pbtarget]!</span>", "<span class='italics'>You hear a [istype(src, /obj/item/weapon/gun/energy) ? "laser blast" : "gunshot"]!</span>")
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else
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user.visible_message("<span class='danger'>[user] fires [src]!</span>", "<span class='danger'>You fire [src]!</span>", "You hear a [istype(src, /obj/item/weapon/gun/energy) ? "laser blast" : "gunshot"]!")
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if(heavy_weapon)
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if(user.get_inactive_hand())
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if(prob(15))
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user.visible_message("<span class='danger'>[src] flies out of [user]'s hands!</span>", "<span class='userdanger'>[src] kicks out of your grip!</span>")
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user.drop_item()
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/obj/item/weapon/gun/emp_act(severity)
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for(var/obj/O in contents)
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O.emp_act(severity)
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/obj/item/weapon/gun/afterattack(atom/target as mob|obj|turf, mob/living/carbon/human/user as mob|obj, flag, params)//TODO: go over this
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if(flag) //It's adjacent, is the user, or is on the user's person
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if(istype(target, /mob/) && target != user && !(target in user.contents)) //We make sure that it is a mob, it's not us or part of us.
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if(user.a_intent == "harm") //Flogging action
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return
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else
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return
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//Exclude lasertag guns from the CLUMSY check.
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if(clumsy_check && can_shoot())
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if(istype(user, /mob/living))
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var/mob/living/M = user
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if (M.disabilities & CLUMSY && prob(40))
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user << "<span class='userdanger'>You shoot yourself in the foot with \the [src]!</span>"
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process_fire(user,user,0,params)
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M.drop_item()
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return
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if(isliving(user))
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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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process_fire(target,user,1,params)
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/obj/item/weapon/gun/proc/can_trigger_gun(mob/living/carbon/user)
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if (!user.IsAdvancedToolUser())
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user << "<span class='warning'>You don't have the dexterity to do this!</span>"
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return 0
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if(!handle_pins(user))
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return 0
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if(trigger_guard)
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if(istype(user) && user.dna)
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if(user.dna.check_mutation(HULK))
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user << "<span class='warning'>Your meaty finger is much too large for the trigger guard!</span>"
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return 0
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if(NOGUNS in user.dna.species.specflags)
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user << "<span class='warning'>Your fingers don't fit in the trigger guard!</span>"
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return 0
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return 1
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/obj/item/weapon/gun/proc/handle_pins(mob/living/user)
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if(pin)
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if(pin.pin_auth(user) || pin.emagged)
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return 1
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else
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pin.auth_fail(user)
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return 0
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else
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user << "<span class='warning'>\The [src]'s trigger is locked. This weapon doesn't have a firing pin installed!</span>"
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return 0
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/obj/item/weapon/gun/proc/process_fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, var/message = 1, params)
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add_fingerprint(user)
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if(semicd)
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return
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if(heavy_weapon)
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if(user.get_inactive_hand())
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recoil = 4 //one-handed kick
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else
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recoil = initial(recoil)
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if(burst_size > 1)
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for(var/i = 1 to burst_size)
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if(!issilicon(user))
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if( i>1 && !(src in get_both_hands(user))) //for burst firing
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break
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if(chambered)
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if(!chambered.fire(target, user, params, , suppressed))
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shoot_with_empty_chamber(user)
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break
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else
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if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
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shoot_live_shot(user, 1, target, message)
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else
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shoot_live_shot(user, 0, target, message)
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else
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shoot_with_empty_chamber(user)
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break
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process_chamber()
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update_icon()
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sleep(fire_delay)
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else
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if(chambered)
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if(!chambered.fire(target, user, params, , suppressed))
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shoot_with_empty_chamber(user)
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return
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else
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if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
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shoot_live_shot(user, 1, target, message)
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else
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shoot_live_shot(user, 0, target, message)
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else
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shoot_with_empty_chamber(user)
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return
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process_chamber()
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update_icon()
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semicd = 1
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spawn(fire_delay)
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semicd = 0
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if(user.hand)
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user.update_inv_l_hand(0)
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else
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user.update_inv_r_hand(0)
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feedback_add_details("gun_fired","[src.name]")
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/obj/item/weapon/gun/attack(mob/M as mob, mob/user)
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if(user.a_intent == "harm") //Flogging
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..()
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else
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return
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/obj/item/weapon/gun/attackby(var/obj/item/A as obj, mob/user as mob, params)
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if(istype(A, /obj/item/device/flashlight/seclite))
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var/obj/item/device/flashlight/seclite/S = A
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if(can_flashlight)
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if(!F)
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if(user.l_hand != src && user.r_hand != src)
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user << "<span class='warning'>You'll need [src] in your hands to do that!</span>"
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return
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user.drop_item()
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user << "<span class='notice'>You click [S] into place on [src].</span>"
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if(S.on)
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SetLuminosity(0)
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F = S
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A.loc = src
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update_icon()
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update_gunlight(user)
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verbs += /obj/item/weapon/gun/proc/toggle_gunlight
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if(istype(A, /obj/item/weapon/screwdriver))
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if(F)
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if(user.l_hand != src && user.r_hand != src)
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user << "<span class='warning'>You'll need [src] in your hands to do that!</span>"
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return
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for(var/obj/item/device/flashlight/seclite/S in src)
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user << "<span class='notice'>You unscrew the seclite from [src].</span>"
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F = null
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S.loc = get_turf(user)
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update_gunlight(user)
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S.update_brightness(user)
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update_icon()
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verbs -= /obj/item/weapon/gun/proc/toggle_gunlight
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if(unique_rename)
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if(istype(A, /obj/item/weapon/pen))
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rename_gun(user)
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..()
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return
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/obj/item/weapon/gun/proc/toggle_gunlight()
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set name = "Toggle Gunlight"
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set category = "Object"
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set desc = "Click to toggle your weapon's attached flashlight."
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if(!F)
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return
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var/mob/living/carbon/human/user = usr
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if(!isturf(user.loc))
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user << "<span class='warning'>You cannot turn the light on while in this [user.loc]!</span>"
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F.on = !F.on
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user << "<span class='notice'>You toggle the gunlight [F.on ? "on":"off"].</span>"
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playsound(user, 'sound/weapons/empty.ogg', 100, 1)
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update_gunlight(user)
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return
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/obj/item/weapon/gun/proc/update_gunlight(var/mob/user = null)
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if(F)
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action_button_name = "Toggle Gunlight"
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if(F.on)
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if(loc == user)
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user.AddLuminosity(F.brightness_on)
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else if(isturf(loc))
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SetLuminosity(F.brightness_on)
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else
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if(loc == user)
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user.AddLuminosity(-F.brightness_on)
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else if(isturf(loc))
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SetLuminosity(0)
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update_icon()
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else
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action_button_name = null
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if(loc == user)
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user.AddLuminosity(-5)
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else if(isturf(loc))
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SetLuminosity(0)
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return
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/obj/item/weapon/gun/pickup(mob/user)
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if(F)
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if(F.on)
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user.AddLuminosity(F.brightness_on)
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SetLuminosity(0)
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/obj/item/weapon/gun/dropped(mob/user)
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if(F)
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if(F.on)
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user.AddLuminosity(-F.brightness_on)
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SetLuminosity(F.brightness_on)
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/obj/item/weapon/gun/attack_hand(mob/user as mob)
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if(unique_reskin && !reskinned && loc == user)
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reskin_gun(user)
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return
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..()
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/obj/item/weapon/gun/proc/reskin_gun(var/mob/M)
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var/choice = input(M,"Warning, you can only reskin your weapon once!","Reskin Gun") in options
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if(src && choice && !M.stat && in_range(M,src) && !M.restrained() && M.canmove)
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if(options[choice] == null)
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return
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if(sawn_state == SAWN_OFF)
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icon_state = options[choice] + "-sawn"
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else
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icon_state = options[choice]
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M << "Your gun is now skinned as [choice]. Say hello to your new friend."
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reskinned = 1
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return
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/obj/item/weapon/gun/proc/rename_gun(var/mob/M)
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var/input = stripped_input(M,"What do you want to name the gun?", ,"", MAX_NAME_LEN)
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if(src && input && !M.stat && in_range(M,src) && !M.restrained() && M.canmove)
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name = input
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M << "You name the gun [input]. Say hello to your new friend."
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return |