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Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
270 lines
8.6 KiB
Plaintext
270 lines
8.6 KiB
Plaintext
/// DEPLOYABLE TURRET (FORMERLY MANNED TURRET)
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//All of this file is five year old shitcode, and I'm too scared to touch more than I have to
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/obj/machinery/deployable_turret
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name = "machine gun turret"
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desc = "While the trigger is held down, this gun will redistribute recoil to allow its user to easily shift targets."
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icon = 'icons/obj/weapons/turrets.dmi'
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icon_state = "machinegun"
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can_buckle = TRUE
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anchored = FALSE
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density = TRUE
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max_integrity = 100
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buckle_lying = 0
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layer = ABOVE_MOB_LAYER
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plane = GAME_PLANE_UPPER
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var/view_range = 2.5
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var/cooldown = 0
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/// The projectile that the turret fires
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var/projectile_type = /obj/projectile/bullet/manned_turret
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/// Delay between shots in a burst
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var/rate_of_fire = 1
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/// Number of shots fired from one click
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var/number_of_shots = 40
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/// How long it takes for the gun to allow firing after a burst
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var/cooldown_duration = 9 SECONDS
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var/atom/target
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var/turf/target_turf
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var/warned = FALSE
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var/list/calculated_projectile_vars
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/// Sound to play at the end of a burst
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var/overheatsound = 'sound/weapons/sear.ogg'
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/// Sound to play when firing
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var/firesound = 'sound/weapons/gun/smg/shot.ogg'
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/// If using a wrench on the turret will start undeploying it
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var/can_be_undeployed = FALSE
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/// What gets spawned if the object is undeployed
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var/obj/spawned_on_undeploy
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/// How long it takes for a wrench user to undeploy the object
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var/undeploy_time = 3 SECONDS
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/obj/machinery/deployable_turret/Destroy()
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target = null
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target_turf = null
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return ..()
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/// Undeploying, for when you want to move your big dakka around
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/obj/machinery/deployable_turret/wrench_act(mob/living/user, obj/item/wrench/used_wrench)
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. = ..()
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if(!can_be_undeployed)
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return
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if(!ishuman(user))
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return
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used_wrench.play_tool_sound(user)
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user.balloon_alert(user, "undeploying...")
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if(!do_after(user, undeploy_time))
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return
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var/obj/undeployed_object = new spawned_on_undeploy(src)
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//Keeps the health the same even if you redeploy the gun
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undeployed_object.modify_max_integrity(max_integrity)
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qdel(src)
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//BUCKLE HOOKS
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/obj/machinery/deployable_turret/unbuckle_mob(mob/living/buckled_mob, force = FALSE, can_fall = TRUE)
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playsound(src,'sound/mecha/mechmove01.ogg', 50, TRUE)
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for(var/obj/item/I in buckled_mob.held_items)
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if(istype(I, /obj/item/gun_control))
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qdel(I)
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if(istype(buckled_mob))
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buckled_mob.pixel_x = buckled_mob.base_pixel_x
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buckled_mob.pixel_y = buckled_mob.base_pixel_y
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if(buckled_mob.client)
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buckled_mob.client.view_size.resetToDefault()
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set_anchored(FALSE)
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. = ..()
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STOP_PROCESSING(SSfastprocess, src)
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/obj/machinery/deployable_turret/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE)
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if(user.incapacitated() || !istype(user))
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return
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M.forceMove(get_turf(src))
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. = ..()
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if(!.)
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return
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for(var/V in M.held_items)
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var/obj/item/I = V
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if(istype(I))
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if(M.dropItemToGround(I))
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var/obj/item/gun_control/TC = new(src)
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M.put_in_hands(TC)
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else //Entries in the list should only ever be items or null, so if it's not an item, we can assume it's an empty hand
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var/obj/item/gun_control/TC = new(src)
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M.put_in_hands(TC)
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M.pixel_y = 14
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layer = ABOVE_MOB_LAYER
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SET_PLANE_IMPLICIT(src, GAME_PLANE_UPPER)
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setDir(SOUTH)
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playsound(src,'sound/mecha/mechmove01.ogg', 50, TRUE)
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set_anchored(TRUE)
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if(M.client)
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M.client.view_size.setTo(view_range)
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START_PROCESSING(SSfastprocess, src)
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/obj/machinery/deployable_turret/process()
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if (!update_positioning())
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return PROCESS_KILL
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/obj/machinery/deployable_turret/proc/update_positioning()
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if (!LAZYLEN(buckled_mobs))
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return FALSE
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var/mob/living/controller = buckled_mobs[1]
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if(!istype(controller))
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return FALSE
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var/client/controlling_client = controller.client
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if(controlling_client)
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var/modifiers = params2list(controlling_client.mouseParams)
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var/atom/target_atom = controlling_client.mouse_object_ref?.resolve()
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var/turf/target_turf = get_turf(target_atom)
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if(istype(target_turf)) //They're hovering over something in the map.
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direction_track(controller, target_turf)
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calculated_projectile_vars = calculate_projectile_angle_and_pixel_offsets(controller, target_turf, modifiers)
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/obj/machinery/deployable_turret/proc/direction_track(mob/user, atom/targeted)
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if(user.incapacitated())
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return
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setDir(get_dir(src,targeted))
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user.setDir(dir)
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switch(dir)
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if(NORTH)
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layer = BELOW_MOB_LAYER
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SET_PLANE_IMPLICIT(src, GAME_PLANE)
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user.pixel_x = 0
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user.pixel_y = -14
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if(NORTHEAST)
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layer = BELOW_MOB_LAYER
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SET_PLANE_IMPLICIT(src, GAME_PLANE)
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user.pixel_x = -8
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user.pixel_y = -4
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if(EAST)
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layer = ABOVE_MOB_LAYER
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SET_PLANE_IMPLICIT(src, GAME_PLANE_UPPER)
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user.pixel_x = -14
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user.pixel_y = 0
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if(SOUTHEAST)
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layer = BELOW_MOB_LAYER
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SET_PLANE_IMPLICIT(src, GAME_PLANE)
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user.pixel_x = -8
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user.pixel_y = 4
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if(SOUTH)
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layer = ABOVE_MOB_LAYER
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SET_PLANE_IMPLICIT(src, GAME_PLANE_UPPER)
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plane = GAME_PLANE_UPPER
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user.pixel_x = 0
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user.pixel_y = 14
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if(SOUTHWEST)
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layer = BELOW_MOB_LAYER
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SET_PLANE_IMPLICIT(src, GAME_PLANE)
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user.pixel_x = 8
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user.pixel_y = 4
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if(WEST)
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layer = ABOVE_MOB_LAYER
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SET_PLANE_IMPLICIT(src, GAME_PLANE_UPPER)
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user.pixel_x = 14
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user.pixel_y = 0
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if(NORTHWEST)
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layer = BELOW_MOB_LAYER
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SET_PLANE_IMPLICIT(src, GAME_PLANE)
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user.pixel_x = 8
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user.pixel_y = -4
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/obj/machinery/deployable_turret/proc/checkfire(atom/targeted_atom, mob/user)
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target = targeted_atom
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if(target == user || user.incapacitated() || target == get_turf(src))
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return
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if(world.time < cooldown)
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if(!warned && world.time > (cooldown - cooldown_duration + rate_of_fire*number_of_shots)) // To capture the window where one is done firing
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warned = TRUE
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playsound(src, overheatsound, 100, TRUE)
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return
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else
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cooldown = world.time + cooldown_duration
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warned = FALSE
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volley(user)
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/obj/machinery/deployable_turret/proc/volley(mob/user)
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target_turf = get_turf(target)
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for(var/i in 1 to number_of_shots)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/obj/machinery/deployable_turret/, fire_helper), user), i*rate_of_fire)
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/obj/machinery/deployable_turret/proc/fire_helper(mob/user)
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if(user.incapacitated() || !(user in buckled_mobs))
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return
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update_positioning() //REFRESH MOUSE TRACKING!!
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var/turf/targets_from = get_turf(src)
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if(QDELETED(target))
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target = target_turf
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var/obj/projectile/projectile_to_fire = new projectile_type
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playsound(src, firesound, 75, TRUE)
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projectile_to_fire.preparePixelProjectile(target, targets_from)
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projectile_to_fire.firer = user
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projectile_to_fire.fired_from = src
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projectile_to_fire.fire()
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/obj/machinery/deployable_turret/ultimate // Admin-only proof of concept for autoclicker automatics
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name = "Infinity Gun"
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view_range = 12
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/obj/machinery/deployable_turret/ultimate/checkfire(atom/targeted_atom, mob/user)
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target = targeted_atom
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if(target == user || target == get_turf(src))
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return
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target_turf = get_turf(target)
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fire_helper(user)
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/obj/machinery/deployable_turret/hmg
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name = "heavy machine gun turret"
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desc = "A heavy calibre machine gun commonly used by Nanotrasen forces, famed for it's ability to give people on the recieving end more holes than normal."
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icon_state = "hmg"
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max_integrity = 250
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projectile_type = /obj/projectile/bullet/manned_turret/hmg
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anchored = TRUE
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number_of_shots = 3
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cooldown_duration = 2 SECONDS
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rate_of_fire = 2
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firesound = 'sound/weapons/gun/hmg/hmg.ogg'
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overheatsound = 'sound/weapons/gun/smg/smgrack.ogg'
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can_be_undeployed = TRUE
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spawned_on_undeploy = /obj/item/deployable_turret_folded
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/obj/item/gun_control
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name = "turret controls"
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icon = 'icons/obj/weapons/items_and_weapons.dmi'
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icon_state = "offhand"
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w_class = WEIGHT_CLASS_HUGE
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item_flags = ABSTRACT | NOBLUDGEON | DROPDEL
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resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/obj/machinery/deployable_turret/turret
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/obj/item/gun_control/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT)
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turret = loc
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if(!istype(turret))
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return INITIALIZE_HINT_QDEL
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/obj/item/gun_control/Destroy()
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turret = null
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return ..()
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/obj/item/gun_control/CanItemAutoclick()
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return TRUE
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/obj/item/gun_control/attack_atom(obj/O, mob/living/user, params)
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user.changeNext_move(CLICK_CD_MELEE)
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O.attacked_by(src, user)
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/obj/item/gun_control/attack(mob/living/M, mob/living/user)
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M.lastattacker = user.real_name
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M.lastattackerckey = user.ckey
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M.attacked_by(src, user)
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add_fingerprint(user)
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/obj/item/gun_control/afterattack(atom/targeted_atom, mob/user, flag, params)
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. = ..()
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var/modifiers = params2list(params)
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var/obj/machinery/deployable_turret/E = user.buckled
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E.calculated_projectile_vars = calculate_projectile_angle_and_pixel_offsets(user, targeted_atom, modifiers)
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E.direction_track(user, targeted_atom)
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E.checkfire(targeted_atom, user)
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