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https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑
633 lines
24 KiB
Plaintext
633 lines
24 KiB
Plaintext
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#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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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/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/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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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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/// 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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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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/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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/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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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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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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/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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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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///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, 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 = 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/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/pre_attack(atom/A, mob/living/user, params)
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. = ..()
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if(.)
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return .
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if(isnull(bayonet) || !user.combat_mode)
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return .
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return bayonet.melee_attack_chain(user, A, params)
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/obj/item/gun/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if(user.combat_mode)
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return NONE
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if(istype(tool, /obj/item/knife))
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var/obj/item/knife/new_stabber = tool
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if(!can_bayonet || !new_stabber.bayonet || !isnull(bayonet)) //ensure the gun has an attachment point available, and that the knife is compatible with it.
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return ITEM_INTERACT_BLOCKING
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if(!user.transferItemToLoc(new_stabber, src))
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return ITEM_INTERACT_BLOCKING
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to_chat(user, span_notice("You attach [new_stabber] to [src]'s bayonet lug."))
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bayonet = new_stabber
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update_appearance()
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return ITEM_INTERACT_SUCCESS
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return NONE
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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(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)
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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)
|
|
. = ..()
|
|
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..."))
|
|
return
|
|
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, 1, target, message)
|
|
else
|
|
shoot_live_shot(user, 0, 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_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, total_random_spread, burst_spread_mult, 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
|
|
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, 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/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 ITEM_INTERACT_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 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/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/animate_atom_living(mob/living/owner)
|
|
new /mob/living/simple_animal/hostile/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)
|
|
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
|