Files
Bubberstation/code/modules/projectiles/gun.dm
MrMelbert ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## 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)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- 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:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

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
/🆑
2024-06-11 21:58:09 -07:00

633 lines
24 KiB
Plaintext

#define DUALWIELD_PENALTY_EXTRA_MULTIPLIER 1.4
#define FIRING_PIN_REMOVAL_DELAY 50
/obj/item/gun
name = "gun"
desc = "It's a gun. It's pretty terrible, though."
icon = 'icons/obj/weapons/guns/ballistic.dmi'
icon_state = "revolver"
inhand_icon_state = "gun"
worn_icon_state = "gun"
obj_flags = CONDUCTS_ELECTRICITY
appearance_flags = TILE_BOUND|PIXEL_SCALE|LONG_GLIDE|KEEP_TOGETHER
slot_flags = ITEM_SLOT_BELT
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT)
w_class = WEIGHT_CLASS_NORMAL
throwforce = 5
throw_speed = 3
throw_range = 5
force = 5
item_flags = NEEDS_PERMIT
attack_verb_continuous = list("strikes", "hits", "bashes")
attack_verb_simple = list("strike", "hit", "bash")
var/gun_flags = NONE
var/fire_sound = 'sound/weapons/gun/pistol/shot.ogg'
var/vary_fire_sound = TRUE
var/fire_sound_volume = 50
var/dry_fire_sound = 'sound/weapons/gun/general/dry_fire.ogg'
var/dry_fire_sound_volume = 30
var/suppressed = null //whether or not a message is displayed when fired
var/can_suppress = FALSE
var/suppressed_sound = 'sound/weapons/gun/general/heavy_shot_suppressed.ogg'
var/suppressed_volume = 60
var/can_unsuppress = TRUE /// whether a gun can be unsuppressed. for ballistics, also determines if it generates a suppressor overlay
var/recoil = 0 //boom boom shake the room
var/clumsy_check = TRUE
var/obj/item/ammo_casing/chambered = null
trigger_guard = TRIGGER_GUARD_NORMAL //trigger guard on the weapon, hulks can't fire them with their big meaty fingers
var/sawn_desc = null //description change if weapon is sawn-off
var/sawn_off = FALSE
var/burst_size = 1 //how large a burst is
var/fire_delay = 0 //rate of fire for burst firing and semi auto
var/firing_burst = 0 //Prevent the weapon from firing again while already firing
var/semicd = 0 //cooldown handler
var/weapon_weight = WEAPON_LIGHT
var/dual_wield_spread = 24 //additional spread when dual wielding
///Can we hold up our target with this? Default to yes
var/can_hold_up = TRUE
/// Just 'slightly' snowflakey way to modify projectile damage for projectiles fired from this gun.
var/projectile_damage_multiplier = 1
/// Even snowflakier way to modify projectile wounding bonus/potential for projectiles fired from this gun.
var/projectile_wound_bonus = 0
var/spread = 0 //Spread induced by the gun itself.
var/randomspread = 1 //Set to 0 for shotguns. This is used for weapons that don't fire all their bullets at once.
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
var/obj/item/firing_pin/pin = /obj/item/firing_pin //standard firing pin for most guns
/// True if a gun dosen't need a pin, mostly used for abstract guns like tentacles and meathooks
var/pinless = FALSE
var/can_bayonet = FALSE //if a bayonet can be added or removed if it already has one.
var/obj/item/knife/bayonet
var/knife_x_offset = 0
var/knife_y_offset = 0
var/ammo_x_offset = 0 //used for positioning ammo count overlay on sprite
var/ammo_y_offset = 0
var/pb_knockback = 0
/// Cooldown for the visible message sent from gun flipping.
COOLDOWN_DECLARE(flip_cooldown)
/obj/item/gun/Initialize(mapload)
. = ..()
if(pin)
pin = new pin(src)
add_seclight_point()
/obj/item/gun/Destroy()
if(isobj(pin)) //Can still be the initial path, then we skip
QDEL_NULL(pin)
if(bayonet)
QDEL_NULL(bayonet)
if(chambered) //Not all guns are chambered (EMP'ed energy guns etc)
QDEL_NULL(chambered)
if(isatom(suppressed)) //SUPPRESSED IS USED AS BOTH A TRUE/FALSE AND AS A REF, WHAT THE FUCKKKKKKKKKKKKKKKKK
QDEL_NULL(suppressed)
return ..()
/obj/item/gun/apply_fantasy_bonuses(bonus)
. = ..()
fire_delay = modify_fantasy_variable("fire_delay", fire_delay, -bonus, 0)
projectile_damage_multiplier = modify_fantasy_variable("projectile_damage_multiplier", projectile_damage_multiplier, bonus/10, 0.1)
/obj/item/gun/remove_fantasy_bonuses(bonus)
fire_delay = reset_fantasy_variable("fire_delay", fire_delay)
projectile_damage_multiplier = reset_fantasy_variable("projectile_damage_multiplier", projectile_damage_multiplier)
return ..()
/// Handles adding [the seclite mount component][/datum/component/seclite_attachable] to the gun.
/// If the gun shouldn't have a seclight mount, override this with a return.
/// Or, if a child of a gun with a seclite mount has slightly different behavior or icons, extend this.
/obj/item/gun/proc/add_seclight_point()
return
/obj/item/gun/Exited(atom/movable/gone, direction)
. = ..()
if(gone == pin)
pin = null
if(gone == chambered)
chambered = null
update_appearance()
if(gone == suppressed)
clear_suppressor()
if(gone == bayonet)
bayonet = null
if(!QDELING(src))
update_appearance()
///Clears var and updates icon. In the case of ballistic weapons, also updates the gun's weight.
/obj/item/gun/proc/clear_suppressor()
if(!can_unsuppress)
return
suppressed = null
update_appearance()
/obj/item/gun/examine(mob/user)
. = ..()
if(!pinless)
if(pin)
. += "It has \a [pin] installed."
if(pin.pin_removable)
. += span_info("[pin] looks like [pin.p_they()] could be removed with some <b>tools</b>.")
else
. += span_info("[pin] looks like [pin.p_theyre()] firmly locked in, [pin.p_they()] looks impossible to remove.")
else
. += "It doesn't have a <b>firing pin</b> installed, and won't fire."
if(bayonet)
. += "It has \a [bayonet] [can_bayonet ? "" : "permanently "]affixed to it."
if(can_bayonet) //if it has a bayonet and this is false, the bayonet is permanent.
. += span_info("[bayonet] looks like it can be <b>unscrewed</b> from [src].")
if(can_bayonet)
. += "It has a <b>bayonet</b> lug on it."
//called after the gun has successfully fired its chambered ammo.
/obj/item/gun/proc/process_chamber(empty_chamber = TRUE, from_firing = TRUE, chamber_next_round = TRUE)
handle_chamber(empty_chamber, from_firing, chamber_next_round)
SEND_SIGNAL(src, COMSIG_GUN_CHAMBER_PROCESSED)
/obj/item/gun/proc/handle_chamber(empty_chamber = TRUE, from_firing = TRUE, chamber_next_round = TRUE)
return
//check if there's enough ammo/energy/whatever to shoot one time
//i.e if clicking would make it shoot
/obj/item/gun/proc/can_shoot()
return TRUE
/obj/item/gun/proc/tk_firing(mob/living/user)
return !user.contains(src)
/obj/item/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj)
balloon_alert_to_viewers("*click*")
playsound(src, dry_fire_sound, dry_fire_sound_volume, TRUE)
/obj/item/gun/proc/fire_sounds()
if(suppressed)
playsound(src, suppressed_sound, suppressed_volume, vary_fire_sound, ignore_walls = FALSE, extrarange = SILENCED_SOUND_EXTRARANGE, falloff_distance = 0)
else
playsound(src, fire_sound, fire_sound_volume, vary_fire_sound)
/obj/item/gun/proc/shoot_live_shot(mob/living/user, pointblank = 0, atom/pbtarget = null, message = 1)
if(recoil && !tk_firing(user))
shake_camera(user, recoil + 1, recoil)
fire_sounds()
if(!suppressed)
if(message)
if(tk_firing(user))
visible_message(
span_danger("[src] fires itself[pointblank ? " point blank at [pbtarget]!" : "!"]"),
blind_message = span_hear("You hear a gunshot!"),
vision_distance = COMBAT_MESSAGE_RANGE
)
else if(pointblank)
user.visible_message(
span_danger("[user] fires [src] point blank at [pbtarget]!"),
span_danger("You fire [src] point blank at [pbtarget]!"),
span_hear("You hear a gunshot!"), COMBAT_MESSAGE_RANGE, pbtarget
)
to_chat(pbtarget, span_userdanger("[user] fires [src] point blank at you!"))
if(pb_knockback > 0 && ismob(pbtarget))
var/mob/PBT = pbtarget
var/atom/throw_target = get_edge_target_turf(PBT, user.dir)
PBT.throw_at(throw_target, pb_knockback, 2)
else if(!tk_firing(user))
user.visible_message(
span_danger("[user] fires [src]!"),
blind_message = span_hear("You hear a gunshot!"),
vision_distance = COMBAT_MESSAGE_RANGE,
ignored_mobs = user
)
/obj/item/gun/emp_act(severity)
. = ..()
if(!(. & EMP_PROTECT_CONTENTS))
for(var/obj/inside in contents)
inside.emp_act(severity)
/obj/item/gun/attack_self_secondary(mob/user, modifiers)
. = ..()
if(.)
return
if(pinless)
return
if(!HAS_TRAIT(user, TRAIT_GUNFLIP))
return
SpinAnimation(4, 2) // The spin happens regardless of the cooldown
if(!COOLDOWN_FINISHED(src, flip_cooldown))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
COOLDOWN_START(src, flip_cooldown, 3 SECONDS)
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(40))
// yes this will sound silly for bows and wands, but that's a "gun" moment for you
user.visible_message(
span_danger("While trying to flip [src] [user] pulls the trigger accidentally!"),
span_userdanger("While trying to flip [src] you pull the trigger accidentally!"),
)
process_fire(user, user, FALSE, user.get_random_valid_zone(even_weights = TRUE))
user.dropItemToGround(src, TRUE)
else
user.visible_message(
span_notice("[user] spins [src] around [user.p_their()] finger by the trigger. That's pretty badass."),
span_notice("You spin [src] around your finger by the trigger. That's pretty badass."),
)
playsound(src, 'sound/items/handling/ammobox_pickup.ogg', 20, FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/gun/pre_attack(atom/A, mob/living/user, params)
. = ..()
if(.)
return .
if(isnull(bayonet) || !user.combat_mode)
return .
return bayonet.melee_attack_chain(user, A, params)
/obj/item/gun/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(user.combat_mode)
return NONE
if(istype(tool, /obj/item/knife))
var/obj/item/knife/new_stabber = tool
if(!can_bayonet || !new_stabber.bayonet || !isnull(bayonet)) //ensure the gun has an attachment point available, and that the knife is compatible with it.
return ITEM_INTERACT_BLOCKING
if(!user.transferItemToLoc(new_stabber, src))
return ITEM_INTERACT_BLOCKING
to_chat(user, span_notice("You attach [new_stabber] to [src]'s bayonet lug."))
bayonet = new_stabber
update_appearance()
return ITEM_INTERACT_SUCCESS
return NONE
/obj/item/gun/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(user.combat_mode && isliving(interacting_with))
return ITEM_INTERACT_SKIP_TO_ATTACK // Gun bash / bayonet attack
if(try_fire_gun(interacting_with, user, list2params(modifiers)))
return ITEM_INTERACT_SUCCESS
return NONE
/obj/item/gun/interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
if(!can_hold_up || !isliving(interacting_with))
return interact_with_atom(interacting_with, user, modifiers)
var/datum/component/gunpoint/gunpoint_component = user.GetComponent(/datum/component/gunpoint)
if (gunpoint_component)
balloon_alert(user, "already holding [gunpoint_component.target == interacting_with ? "them" : "someone"] up!")
return ITEM_INTERACT_BLOCKING
if (user == interacting_with)
balloon_alert(user, "can't hold yourself up!")
return ITEM_INTERACT_BLOCKING
if(do_after(user, 0.5 SECONDS, interacting_with))
user.AddComponent(/datum/component/gunpoint, interacting_with, src)
return ITEM_INTERACT_SUCCESS
/obj/item/gun/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(try_fire_gun(interacting_with, user, list2params(modifiers)))
return ITEM_INTERACT_SUCCESS
return ITEM_INTERACT_BLOCKING
/obj/item/gun/ranged_interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
if(IN_GIVEN_RANGE(user, interacting_with, GUNPOINT_SHOOTER_STRAY_RANGE))
return interact_with_atom_secondary(interacting_with, user, modifiers)
return ..()
/obj/item/gun/proc/try_fire_gun(atom/target, mob/living/user, params)
return fire_gun(target, user, user.Adjacent(target), params)
/obj/item/gun/proc/fire_gun(atom/target, mob/living/user, flag, params)
if(QDELETED(target))
return
if(firing_burst)
return
if(SEND_SIGNAL(src, COMSIG_GUN_TRY_FIRE, user, target, flag, params) & COMPONENT_CANCEL_GUN_FIRE)
return
if(flag) //It's adjacent, is the user, or is on the user's person
if(target in user.contents) //can't shoot stuff inside us.
return
if(!ismob(target) || user.combat_mode) //melee attack
return
if(target == user && user.zone_selected != BODY_ZONE_PRECISE_MOUTH) //so we can't shoot ourselves (unless mouth selected)
return
if(iscarbon(target))
var/mob/living/carbon/C = target
for(var/i in C.all_wounds)
var/datum/wound/W = i
if(W.try_treating(src, user))
return // another coward cured!
if(istype(user))//Check if the user can use the gun, if the user isn't alive(turrets) assume it can.
var/mob/living/L = user
if(!can_trigger_gun(L))
return
if(flag)
if(user.zone_selected == BODY_ZONE_PRECISE_MOUTH)
handle_suicide(user, target, params)
return
if(!can_shoot()) //Just because you can pull the trigger doesn't mean it can shoot.
shoot_with_empty_chamber(user)
return
if(check_botched(user, target))
return
var/obj/item/bodypart/other_hand = user.has_hand_for_held_index(user.get_inactive_hand_index()) //returns non-disabled inactive hands
if(weapon_weight == WEAPON_HEAVY && (user.get_inactive_held_item() || !other_hand))
balloon_alert(user, "use both hands!")
return
//DUAL (or more!) WIELDING
var/bonus_spread = 0
var/loop_counter = 0
if(user.combat_mode && !HAS_TRAIT(user, TRAIT_NO_GUN_AKIMBO))
for(var/obj/item/gun/gun in user.held_items)
if(gun == src || gun.weapon_weight >= WEAPON_MEDIUM)
continue
else if(gun.can_trigger_gun(user, akimbo_usage = TRUE))
bonus_spread += dual_wield_spread
loop_counter++
addtimer(CALLBACK(gun, TYPE_PROC_REF(/obj/item/gun, process_fire), target, user, TRUE, params, null, bonus_spread), loop_counter)
return process_fire(target, user, TRUE, params, null, bonus_spread)
/obj/item/gun/proc/check_botched(mob/living/user, atom/target)
if(clumsy_check)
if(istype(user))
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(40))
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)
if(!target_zone)
return
to_chat(user, span_userdanger("You shoot yourself in the foot with [src]!"))
process_fire(user, user, FALSE, null, target_zone)
SEND_SIGNAL(user, COMSIG_MOB_CLUMSY_SHOOT_FOOT)
if(!tk_firing(user) && !HAS_TRAIT(src, TRAIT_NODROP))
user.dropItemToGround(src, TRUE)
return TRUE
/obj/item/gun/can_trigger_gun(mob/living/user, akimbo_usage)
. = ..()
if(!handle_pins(user))
return FALSE
/obj/item/gun/proc/handle_pins(mob/living/user)
if(pinless)
return TRUE
if(pin)
if(pin.pin_auth(user) || (pin.obj_flags & EMAGGED))
return TRUE
else
pin.auth_fail(user)
return FALSE
else
to_chat(user, span_warning("[src]'s trigger is locked. This weapon doesn't have a firing pin installed!"))
balloon_alert(user, "trigger locked, firing pin needed!")
return FALSE
/obj/item/gun/proc/recharge_newshot()
return
/obj/item/gun/proc/process_burst(mob/living/user, atom/target, message = TRUE, params=null, zone_override = "", random_spread = 0, burst_spread_mult = 0, iteration = 0)
if(!user || !firing_burst)
firing_burst = FALSE
return FALSE
if(!issilicon(user))
if(iteration > 1 && !(user.is_holding(src))) //for burst firing
firing_burst = FALSE
return FALSE
if(chambered?.loaded_projectile)
if(HAS_TRAIT(user, TRAIT_PACIFISM)) // If the user has the pacifist trait, then they won't be able to fire [src] if the round chambered inside of [src] is lethal.
if(chambered.harmful) // Is the bullet chambered harmful?
to_chat(user, span_warning("[src] is lethally chambered! You don't want to risk harming anyone..."))
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