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https://github.com/CHOMPStation2/CHOMPStation2.git
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Committed for Sieve:
Reverted dismemberment - This is the majority of the files Reverted the gun change - You wont shoot yourself putting your gun away - You don't have to fire off all of your shots before hitting someone with your gun Reverted Tarajans - As requested Hotfix for the Holodeck. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3574 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -20,7 +20,6 @@
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silenced = 0
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recoil = 0
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ejectshell = 1
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determination = 0
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proc
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load_into_chamber()
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@@ -39,8 +38,33 @@
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for(var/obj/O in contents)
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O.emp_act(severity)
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/*
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New()
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spawn(15) // Hack, but I need to wait for sub-calls to load the gun before loading the chamber. 1.5 seconds should be fine.
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load_into_chamber()
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afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, inrange, params)//TODO: go over this
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if(inrange)
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if(!doafterattack(target , src))
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return //we're placing gun on a table or in backpack. What the fuck was the previous check?
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if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy))
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return//Shouldnt flag take care of this?
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{R} */
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afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)//TODO: go over this
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if(flag) return //we're placing gun on a table or in backpack
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if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy)) return//Shouldnt flag take care of this?
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if(istype(user, /mob/living))
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var/mob/living/M = user
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if ((M.mutations & CLUMSY) && prob(50))
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M << "\red The [src.name] blows up in your face."
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M.take_organ_damage(0,20)
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M.drop_item()
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del(src)
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return
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/*
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attack(mob/M as mob, mob/user as mob)
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if(!in_chamber)
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if(!load_into_chamber())
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@@ -60,15 +84,7 @@
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return //we're placing gun on a table or in backpack. What the fuck was the previous check?
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if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy))
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return//Shouldnt flag take care of this?
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if(istype(user, /mob/living))
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var/mob/living/M = user
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if ((M.mutations & CLUMSY) && prob(50))
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M << "\red The [src.name] blows up in your face."
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M.take_organ_damage(0,20)
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M.drop_item()
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del(src)
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return
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{R} */
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if (!user.IsAdvancedToolUser())
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user << "\red You don't have the dexterity to do this!"
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@@ -84,8 +100,7 @@
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if(!special_check(user))
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return
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if(!load_into_chamber())
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if(!inrange) // If we're in range, we're just going to hit them instead of pulling the trigger.
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user << "\red *click*";
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user << "\red *click*";
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return
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if(!in_chamber)
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@@ -94,6 +109,7 @@
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in_chamber.firer = user
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in_chamber.def_zone = user.zone_sel.selecting
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/*
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if(user == target) // What the FUCK was this code? If shoot anything on the same tile, you're shooting yourself? What?
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if(!determination)
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user << "Are you really sure you want to shoot yourself? You put the gun against your head."
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@@ -133,6 +149,21 @@
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del(in_chamber)
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update_icon()
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return
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{R}*/
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if(targloc == curloc)
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/*
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if(silenced)
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playsound(user, fire_sound, 10, 1)
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else
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playsound(user, fire_sound, 50, 1)
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user.visible_message("\red [user.name] fires the [src.name] at themselves!", "\red You fire the [src.name] at yourself!", "\blue You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
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{R}*/
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user.bullet_act(in_chamber)
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del(in_chamber)
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update_icon()
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return
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if(recoil)
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spawn()
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@@ -24,8 +24,8 @@
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load_into_chamber()
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if(in_chamber)
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return 1
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// if(in_chamber)
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// return 1 {R}
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if(!loaded.len)
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return 0
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@@ -77,9 +77,9 @@
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examine()
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..()
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usr << "Has [loaded.len] round\s remaining."
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if(in_chamber && !loaded.len)
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usr << "However, it has a chambered round."
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if(in_chamber && loaded.len)
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usr << "It also has a chambered round."
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// if(in_chamber && !loaded.len)
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// usr << "However, it has a chambered round."
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// if(in_chamber && loaded.len)
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// usr << "It also has a chambered round." {R}
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return
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@@ -70,8 +70,8 @@
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ammo_type = "/obj/item/ammo_casing/shotgun/beanbag"
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load_into_chamber()
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if(in_chamber)
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return 1
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// if(in_chamber)
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// return 1 {R}
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if(!loaded.len)
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return 0
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