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* Changes gun flipping to use attack self secondary, moves it to base gun level (#75680) ## About The Pull Request - Gun flipping is now done via attack self secondary (right click it when it's in your active hand) rather than attack self ("use" hotkey or left clicking it when in active hand) - Moves gun flipping to `/gun` level ## Why It's Good For The Game - Gun flipping has historically had very bad UX, as most ballistic guns used attack self for some function - loading the gun, ejecting spent rounds, racking the gun, etc. By putting it on attack self secondary, it makes it a bit more of a deliberate thing and keeps it out of the way of expected behavior - TLDR: Makes it much less likely you end up spinning your shotgun like a dingus in the middle of a firefight instead of racking the thing. - Also makes it less likely you dump your entire mag trying to show off. - Putting it on the base level lets me spin lasguns and disablers around which I've always wanted to. It also means you can spin stuff like wands and bows but I'm not too plussed about that. It's just funny ## Changelog 🆑 Melbert qol: Gun Flipping is now done by right clicking the gun when it's in your active hand ("use secondary"), meaning you should be less likely to accidentally spin your gun instead of ejecting rounds / racking / etc. qol: You can gun flip all guns, instead of just ballistics. This includes stuff like wands. /🆑 * Changes gun flipping to use attack self secondary, moves it to base gun level --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
617 lines
23 KiB
Plaintext
617 lines
23 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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flags_1 = CONDUCT_1
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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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var/gun_flags = NONE
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var/fire_sound = 'sound/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/weapons/gun/general/dry_fire.ogg'
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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/weapons/gun/general/heavy_shot_suppressed.ogg'
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var/suppressed_volume = 60
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var/can_unsuppress = TRUE
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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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var/fire_delay = 0 //rate of fire for burst firing and semi auto
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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 = 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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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/can_bayonet = FALSE //if a bayonet can be added or removed if it already has one.
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var/obj/item/knife/bayonet
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var/knife_x_offset = 0
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var/knife_y_offset = 0
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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(pin)
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pin = new pin(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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/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(bayonet)
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QDEL_NULL(bayonet)
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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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/// 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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/obj/item/gun/handle_atom_del(atom/A)
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if(A == pin)
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pin = null
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if(A == chambered)
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chambered = null
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update_appearance()
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if(A == suppressed)
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clear_suppressor()
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return ..()
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/obj/item/gun/Exited(atom/movable/gone, direction)
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if(gone == bayonet)
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bayonet = null
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if(!QDELING(src))
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update_appearance()
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return ..()
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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/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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if(bayonet)
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. += "It has \a [bayonet] [can_bayonet ? "" : "permanently "]affixed to it."
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if(can_bayonet) //if it has a bayonet and this is false, the bayonet is permanent.
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. += span_info("[bayonet] looks like it can be <b>unscrewed</b> from [src].")
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if(can_bayonet)
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. += "It has a <b>bayonet</b> lug on it."
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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, 30, 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 = 0, atom/pbtarget = null, message = 1)
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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)
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if(message)
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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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/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/O in contents)
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O.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/afterattack_secondary(mob/living/victim, mob/living/user, proximity_flag, click_parameters)
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if(!isliving(victim) || !IN_GIVEN_RANGE(user, victim, GUNPOINT_SHOOTER_STRAY_RANGE))
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return ..() //if they're out of range, just shootem.
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if(!can_hold_up)
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return ..()
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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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if(gunpoint_component.target == victim)
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balloon_alert(user, "already holding them up!")
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else
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balloon_alert(user, "already holding someone up!")
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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if (user == victim)
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balloon_alert(user, "can't hold yourself up!")
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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if(do_after(user, 0.5 SECONDS, victim))
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user.AddComponent(/datum/component/gunpoint, victim, src)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/item/gun/afterattack(atom/target, mob/living/user, flag, params)
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..()
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return fire_gun(target, user, flag, params) | AFTERATTACK_PROCESSED_ITEM
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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(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(ishuman(user) && user.combat_mode)
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var/mob/living/carbon/human/H = user
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for(var/obj/item/gun/gun in H.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)
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return
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to_chat(user, span_userdanger("You shoot yourself in the foot with [src]!"))
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process_fire(user, user, FALSE, null, target_zone)
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SEND_SIGNAL(user, COMSIG_MOB_CLUMSY_SHOOT_FOOT)
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if(!tk_firing(user) && !HAS_TRAIT(src, TRAIT_NODROP))
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user.dropItemToGround(src, TRUE)
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return TRUE
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/obj/item/gun/can_trigger_gun(mob/living/user, akimbo_usage)
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. = ..()
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if(!handle_pins(user))
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return FALSE
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/obj/item/gun/proc/handle_pins(mob/living/user)
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if(pinless)
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return TRUE
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if(pin)
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if(pin.pin_auth(user) || (pin.obj_flags & EMAGGED))
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return TRUE
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else
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pin.auth_fail(user)
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return FALSE
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else
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to_chat(user, span_warning("[src]'s trigger is locked. This weapon doesn't have a firing pin installed!"))
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balloon_alert(user, "trigger locked, firing pin needed!")
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return FALSE
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/obj/item/gun/proc/recharge_newshot()
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return
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/obj/item/gun/proc/process_burst(mob/living/user, atom/target, message = TRUE, params=null, zone_override = "", sprd = 0, randomized_gun_spread = 0, randomized_bonus_spread = 0, rand_spr = 0, iteration = 0)
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if(!user || !firing_burst)
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firing_burst = FALSE
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return FALSE
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if(!issilicon(user))
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if(iteration > 1 && !(user.is_holding(src))) //for burst firing
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firing_burst = FALSE
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return FALSE
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if(chambered?.loaded_projectile)
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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.
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if(chambered.harmful) // Is the bullet chambered harmful?
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to_chat(user, span_warning("[src] is lethally chambered! You don't want to risk harming anyone..."))
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return
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if(randomspread)
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sprd = round((rand(0, 1) - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_spread))
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else //Smart spread
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sprd = round((((rand_spr/burst_size) * iteration) - (0.5 + (rand_spr * 0.25))) * (randomized_gun_spread + randomized_bonus_spread))
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before_firing(target,user)
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if(!chambered.fire_casing(target, user, params, ,suppressed, zone_override, sprd, src))
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shoot_with_empty_chamber(user)
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firing_burst = FALSE
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return FALSE
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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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if (iteration >= burst_size)
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firing_burst = FALSE
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else
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shoot_with_empty_chamber(user)
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firing_burst = FALSE
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return FALSE
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process_chamber()
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update_appearance()
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return TRUE
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/obj/item/gun/proc/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
|
|
if(user)
|
|
SEND_SIGNAL(user, COMSIG_MOB_FIRED_GUN, src, target, params, zone_override)
|
|
|
|
SEND_SIGNAL(src, COMSIG_GUN_FIRED, user, target, params, zone_override)
|
|
|
|
add_fingerprint(user)
|
|
|
|
if(semicd)
|
|
return
|
|
|
|
//Vary by at least this much
|
|
var/base_bonus_spread = 0
|
|
var/sprd = 0
|
|
var/randomized_gun_spread = 0
|
|
var/rand_spr = rand()
|
|
if(user && HAS_TRAIT(user, TRAIT_POOR_AIM)) //Nice job hotshot
|
|
bonus_spread += 35
|
|
base_bonus_spread += 10
|
|
|
|
if(spread)
|
|
randomized_gun_spread = rand(0,spread)
|
|
var/randomized_bonus_spread = rand(base_bonus_spread, bonus_spread)
|
|
|
|
var/modified_delay = fire_delay
|
|
if(user && HAS_TRAIT(user, TRAIT_DOUBLE_TAP))
|
|
modified_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, sprd, randomized_gun_spread, randomized_bonus_spread, rand_spr, i), modified_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
|
|
sprd = round((rand(0, 1) - 0.5) * DUALWIELD_PENALTY_EXTRA_MULTIPLIER * (randomized_gun_spread + randomized_bonus_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, 1, target, message)
|
|
else
|
|
shoot_live_shot(user, 0, target, message)
|
|
else
|
|
shoot_with_empty_chamber(user)
|
|
return
|
|
process_chamber()
|
|
update_appearance()
|
|
semicd = TRUE
|
|
addtimer(CALLBACK(src, PROC_REF(reset_semicd)), modified_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/attack(mob/M, mob/living/user)
|
|
if(user.combat_mode) //Flogging
|
|
if(bayonet)
|
|
M.attackby(bayonet, user)
|
|
return
|
|
else
|
|
return ..()
|
|
return
|
|
|
|
/obj/item/gun/attack_atom(obj/O, mob/living/user, params)
|
|
if(user.combat_mode)
|
|
if(bayonet)
|
|
O.attackby(bayonet, user)
|
|
return
|
|
return ..()
|
|
|
|
/obj/item/gun/attackby(obj/item/I, mob/living/user, params)
|
|
if(user.combat_mode)
|
|
return ..()
|
|
|
|
else if(istype(I, /obj/item/knife))
|
|
var/obj/item/knife/K = I
|
|
if(!can_bayonet || !K.bayonet || bayonet) //ensure the gun has an attachment point available, and that the knife is compatible with it.
|
|
return ..()
|
|
if(!user.transferItemToLoc(I, src))
|
|
return
|
|
to_chat(user, span_notice("You attach [K] to [src]'s bayonet lug."))
|
|
bayonet = K
|
|
update_appearance()
|
|
|
|
else
|
|
return ..()
|
|
|
|
/obj/item/gun/screwdriver_act(mob/living/user, obj/item/I)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
|
|
return
|
|
|
|
if(bayonet && can_bayonet) //if it has a bayonet, and the bayonet can be removed
|
|
I.play_tool_sound(src)
|
|
to_chat(user, span_notice("You unfix [bayonet] from [src]."))
|
|
bayonet.forceMove(drop_location())
|
|
|
|
if(Adjacent(user) && !issilicon(user))
|
|
user.put_in_hands(bayonet)
|
|
return TOOL_ACT_TOOLTYPE_SUCCESS
|
|
|
|
else 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 TOOL_ACT_TOOLTYPE_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/update_overlays()
|
|
. = ..()
|
|
if(bayonet)
|
|
var/mutable_appearance/knife_overlay
|
|
var/state = "bayonet" //Generic state.
|
|
if(bayonet.icon_state in icon_states('icons/obj/weapons/guns/bayonets.dmi')) //Snowflake state?
|
|
state = bayonet.icon_state
|
|
var/icon/bayonet_icons = 'icons/obj/weapons/guns/bayonets.dmi'
|
|
knife_overlay = mutable_appearance(bayonet_icons, state)
|
|
knife_overlay.pixel_x = knife_x_offset
|
|
knife_overlay.pixel_y = knife_y_offset
|
|
. += knife_overlay
|
|
|
|
/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, 120, 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)
|
|
pin = new /obj/item/firing_pin
|
|
|
|
//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
|