Merge pull request #811 from Zuhayr/gunhands

Added functionality for two-handed gun use.
This commit is contained in:
Neerti
2016-01-21 09:12:40 -05:00
12 changed files with 62 additions and 103 deletions

View File

@@ -85,6 +85,7 @@ var/const/tk_maxrange = 15
//stops TK grabs being equipped anywhere but into hands
/obj/item/tk_grab/equipped(var/mob/user, var/slot)
..()
if( (slot == slot_l_hand) || (slot== slot_r_hand) ) return
qdel(src)
return

View File

@@ -71,6 +71,16 @@
// Works similarly to worn sprite_sheets, except the alternate sprites are used when the clothing/refit_for_species() proc is called.
var/list/sprite_sheets_obj = list()
/obj/item/equipped()
..()
var/mob/M = loc
if(!istype(M))
return
if(M.l_hand)
M.l_hand.update_held_icon()
if(M.r_hand)
M.r_hand.update_held_icon()
/obj/item/Destroy()
if(ismob(loc))
var/mob/m = loc
@@ -89,7 +99,7 @@
var/mob/M = src.loc
if(M.l_hand == src)
M.update_inv_l_hand()
if(M.r_hand == src)
else if(M.r_hand == src)
M.update_inv_r_hand()
/obj/item/ex_act(severity)

View File

@@ -20,6 +20,7 @@
disrupt()
/obj/item/device/chameleon/equipped()
..()
disrupt()
/obj/item/device/chameleon/attack_self()

View File

@@ -27,17 +27,19 @@
var/base_name
var/unwielded_force_divisor = 0.25
/obj/item/weapon/material/twohanded/proc/unwield()
wielded = 0
force = force_unwielded
name = "[base_name]"
update_icon()
/obj/item/weapon/material/twohanded/proc/wield()
wielded = 1
force = force_wielded
name = "[base_name] (Wielded)"
/obj/item/weapon/material/twohanded/update_held_icon()
var/mob/living/M = loc
if(istype(M) && !issmall(M) && ((M.r_hand == src && !M.l_hand) || (M.l_hand == src && !M.r_hand)))
wielded = 1
force = force_wielded
name = "[base_name] (Wielded)"
update_icon()
else
wielded = 0
force = force_unwielded
name = "[base_name]"
update_icon()
..()
/obj/item/weapon/material/twohanded/update_force()
base_name = name
@@ -55,22 +57,6 @@
..()
update_icon()
/obj/item/weapon/material/twohanded/mob_can_equip(M as mob, slot)
//Cannot equip wielded items.
if(wielded)
M << "<span class='warning'>Unwield the [base_name] first!</span>"
return 0
return ..()
/obj/item/weapon/material/twohanded/dropped(mob/user as mob)
//handles unwielding a twohanded weapon when dropped as well as clearing up the offhand
if(user)
var/obj/item/weapon/material/twohanded/O = user.get_inactive_hand()
if(istype(O))
O.unwield()
return unwield()
//Allow a small chance of parrying melee attacks when wielded - maybe generalize this to other weapons someday
/obj/item/weapon/material/twohanded/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
if(wielded && default_parry_check(user, attacker, damage_source) && prob(15))
@@ -83,68 +69,6 @@
icon_state = "[base_icon][wielded]"
item_state = icon_state
/obj/item/weapon/material/twohanded/pickup(mob/user)
unwield()
/obj/item/weapon/material/twohanded/attack_self(mob/user as mob)
..()
if(istype(user, /mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(issmall(H))
user << "<span class='warning'>It's too heavy for you to wield fully.</span>"
return
else
return
if(wielded) //Trying to unwield it
unwield()
user << "<span class='notice'>You are now carrying the [name] with one hand.</span>"
if (src.unwieldsound)
playsound(src.loc, unwieldsound, 50, 1)
var/obj/item/weapon/material/twohanded/offhand/O = user.get_inactive_hand()
if(O && istype(O))
O.unwield()
else //Trying to wield it
if(user.get_inactive_hand())
user << "<span class='warning'>You need your other hand to be empty</span>"
return
wield()
user << "<span class='notice'>You grab the [base_name] with both hands.</span>"
if (src.wieldsound)
playsound(src.loc, wieldsound, 50, 1)
var/obj/item/weapon/material/twohanded/offhand/O = new(user) ////Let's reserve his other hand~
O.name = "[base_name] - offhand"
O.desc = "Your second grip on the [base_name]."
user.put_in_inactive_hand(O)
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
return
///////////OFFHAND///////////////
/obj/item/weapon/material/twohanded/offhand
w_class = 5
icon_state = "offhand"
name = "offhand"
default_material = "placeholder"
/obj/item/weapon/material/twohanded/offhand/unwield()
qdel(src)
/obj/item/weapon/material/twohanded/offhand/wield()
qdel(src)
/obj/item/weapon/material/twohanded/offhand/update_icon()
return
/*
* Fireaxe
*/

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@@ -216,7 +216,7 @@ var/list/slot_equipment_priority = list( \
wear_mask = null
update_inv_wear_mask(0)
return
/mob/proc/isEquipped(obj/item/I)
if(!I)
return 0

View File

@@ -140,12 +140,6 @@
return
/mob/living/carbon/swap_hand()
var/obj/item/item_in_hand = src.get_active_hand()
if(item_in_hand) //this segment checks if the item in your hand is twohanded.
if(istype(item_in_hand,/obj/item/weapon/material/twohanded))
if(item_in_hand:wielded == 1)
usr << "<span class='warning'>Your other hand is too busy holding the [item_in_hand.name]</span>"
return
src.hand = !( src.hand )
if(hud_used.l_hand_hud_object && hud_used.r_hand_hud_object)
if(hand) //This being 1 means the left hand is in use
@@ -154,10 +148,6 @@
else
hud_used.l_hand_hud_object.icon_state = "l_hand_inactive"
hud_used.r_hand_hud_object.icon_state = "r_hand_active"
/*if (!( src.hand ))
src.hands.set_dir(NORTH)
else
src.hands.set_dir(SOUTH)*/
return
/mob/living/carbon/proc/activate_hand(var/selhand) //0 or "r" or "right" for right hand; 1 or "l" or "left" for left hand.

View File

@@ -171,9 +171,15 @@ This saves us from having to call add_fingerprint() any time something is put in
update_inv_legcuffed()
else if (W == r_hand)
r_hand = null
if(l_hand)
l_hand.update_held_icon()
update_inv_l_hand()
update_inv_r_hand()
else if (W == l_hand)
l_hand = null
if(r_hand)
r_hand.update_held_icon()
update_inv_l_hand()
update_inv_l_hand()
else
return 0

View File

@@ -70,6 +70,7 @@ var/const/MAX_ACTIVE_TIME = 400
return
/obj/item/clothing/mask/facehugger/equipped(mob/M)
..()
Attach(M)
/obj/item/clothing/mask/facehugger/Crossed(atom/target)

View File

@@ -64,6 +64,8 @@
var/list/burst_accuracy = list(0) //allows for different accuracies for each shot in a burst. Applied on top of accuracy
var/list/dispersion = list(0)
var/mode_name = null
var/requires_two_hands
var/wielded_icon = "gun_wielded"
var/next_fire_time = 0
@@ -87,17 +89,28 @@
if(isnull(scoped_accuracy))
scoped_accuracy = accuracy
/obj/item/weapon/gun/update_held_icon()
if(requires_two_hands)
var/mob/living/M = loc
if(istype(M))
if((M.l_hand == src && !M.r_hand) || (M.r_hand == src && !M.l_hand))
item_state = wielded_icon
else
item_state = initial(item_state)
update_icon() // In case item_state is set somewhere else.
..()
//Checks whether a given mob can use the gun
//Any checks that shouldn't result in handle_click_empty() being called if they fail should go here.
//Otherwise, if you want handle_click_empty() to be called, check in consume_next_projectile() and return null there.
/obj/item/weapon/gun/proc/special_check(var/mob/user)
if(!istype(user, /mob/living))
return 0
if(!user.IsAdvancedToolUser())
return 0
var/mob/living/M = user
if(HULK in M.mutations)
M << "<span class='danger'>Your fingers are much too large for the trigger guard!</span>"
return 0
@@ -161,6 +174,14 @@
user.setMoveCooldown(shoot_time) //no moving while shooting either
next_fire_time = world.time + shoot_time
var/held_acc_mod = 0
var/held_disp_mod = 0
if(requires_two_hands)
update_held_icon()
if((user.l_hand == src && user.r_hand) || (user.r_hand == src && user.l_hand))
held_acc_mod = -3
held_disp_mod = 3
//actually attempt to shoot
var/turf/targloc = get_turf(target) //cache this in case target gets deleted during shooting, e.g. if it was a securitron that got destroyed.
for(var/i in 1 to burst)
@@ -169,8 +190,8 @@
handle_click_empty(user)
break
var/acc = burst_accuracy[min(i, burst_accuracy.len)]
var/disp = dispersion[min(i, dispersion.len)]
var/acc = burst_accuracy[min(i, burst_accuracy.len)] + held_acc_mod
var/disp = dispersion[min(i, dispersion.len)] + held_disp_mod
process_accuracy(projectile, user, target, acc, disp)
if(pointblank)

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@@ -0,0 +1,5 @@
author: Zuhayr
delete-after: True
changes:
- rscadd: "Added functionality for two-handed guns; these guns will give an accuracy penalty if fired without an empty offhand."
- rscadd: "Unified two-handed melee weapons with the above; while the offhand is empty, the weapon will count as wielded."

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