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https://github.com/CHOMPStation2/CHOMPStation2.git
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@@ -1,11 +1,41 @@
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/*
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Defines a firing mode for a gun.
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burst number of shots fired when the gun is used
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burst_delay tick delay between shots in a burst
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fire_delay tick delay after the last shot before the gun may be used again
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move_delay tick delay after the last shot before the player may move
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dispersion dispersion of each shot in the burst measured in tiles per 7 tiles angle ratio
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accuracy accuracy modifier applied to each shot in tiles.
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applied on top of the base weapon accuracy.
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*/
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/datum/firemode
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var/name = "default"
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var/burst = 1
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var/burst_delay = null
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var/fire_delay = null
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var/move_delay = 1
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var/list/accuracy = list(0)
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var/list/dispersion = list(0)
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//using a list makes defining fire modes for new guns much nicer,
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//however we convert the lists to datums in part so that firemodes can be VVed if necessary.
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/datum/firemode/New(list/properties = null)
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..()
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if(!properties) return
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for(var/propname in vars)
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if(!isnull(properties[propname]))
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src.vars[propname] = properties[propname]
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//Parent gun type. Guns are weapons that can be aimed at mobs and act over a distance
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/obj/item/weapon/gun
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name = "gun"
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desc = "Its a gun. It's pretty terrible, though."
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icon = 'icons/obj/gun.dmi'
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item_icons = list(
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icon_l_hand = 'icons/mob/items/lefthand_guns.dmi',
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icon_r_hand = 'icons/mob/items/righthand_guns.dmi',
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slot_l_hand_str = 'icons/mob/items/lefthand_guns.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_guns.dmi',
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)
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icon_state = "detective"
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item_state = "gun"
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@@ -21,15 +51,21 @@
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attack_verb = list("struck", "hit", "bashed")
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zoomdevicename = "scope"
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var/fire_delay = 6
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var/fire_delay = 6 //delay after shooting before the gun can be used again
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var/burst_delay = 2 //delay between shots, if firing in bursts
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var/fire_sound = 'sound/weapons/Gunshot.ogg'
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var/fire_sound_text = "gunshot"
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var/recoil = 0 //screen shake
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var/silenced = 0
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var/accuracy = 0 //accuracy is measured in tiles. +1 accuracy means that everything is effectively one tile closer for the purpose of miss chance, -1 means the opposite. launchers are not supported, at the moment.
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var/muzzle_flash = 3
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var/accuracy = 0 //accuracy is measured in tiles. +1 accuracy means that everything is effectively one tile closer for the purpose of miss chance, -1 means the opposite. launchers are not supported, at the moment.
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var/scoped_accuracy = null
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var/last_fired = 0
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var/next_fire_time = 0
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var/sel_mode = 1 //index of the currently selected mode
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var/list/firemodes = list()
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var/firemode_type = /datum/firemode //for subtypes that need custom firemode data
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//aiming system stuff
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var/keep_aim = 1 //1 for keep shooting until aim is lowered
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@@ -42,17 +78,15 @@
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/obj/item/weapon/gun/New()
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..()
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if(!firemodes.len)
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firemodes += new firemode_type
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else
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for(var/i in 1 to firemodes.len)
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firemodes[i] = new firemode_type(firemodes[i])
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if(isnull(scoped_accuracy))
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scoped_accuracy = accuracy
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//Returns 1 if the gun is able to be fired
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/obj/item/weapon/gun/proc/ready_to_fire()
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if(world.time >= last_fired + fire_delay)
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last_fired = world.time
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return 1
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else
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return 0
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//Checks whether a given mob can use the gun
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//Any checks that shouldn't result in handle_click_empty() being called if they fail should go here.
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//Otherwise, if you want handle_click_empty() to be called, check in consume_next_projectile() and return null there.
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@@ -114,7 +148,7 @@
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else
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return ..() //Pistolwhippin'
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/obj/item/weapon/gun/proc/Fire(atom/target, mob/living/user, params, pointblank=0, reflex=0)
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/obj/item/weapon/gun/proc/Fire(atom/target, mob/living/user, clickparams, pointblank=0, reflex=0)
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if(!user || !target) return
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add_fingerprint(user)
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@@ -122,24 +156,55 @@
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if(!special_check(user))
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return
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if (!ready_to_fire())
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if(world.time < next_fire_time)
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if (world.time % 3) //to prevent spam
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user << "<span class='warning'>[src] is not ready to fire again!"
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user << "<span class='warning'>[src] is not ready to fire again!</span>"
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return
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var/obj/projectile = consume_next_projectile(user)
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if(!projectile)
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handle_click_empty(user)
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return
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//unpack firemode data
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var/datum/firemode/firemode = firemodes[sel_mode]
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var/_burst = firemode.burst
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var/_burst_delay = isnull(firemode.burst_delay)? src.burst_delay : firemode.burst_delay
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var/_fire_delay = isnull(firemode.fire_delay)? src.fire_delay : firemode.fire_delay
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var/_move_delay = firemode.move_delay
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var/shoot_time = (_burst - 1)*_burst_delay
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user.next_move = world.time + shoot_time //no clicking on things while shooting
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if(user.client) user.client.move_delay = world.time + shoot_time //no moving while shooting either
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next_fire_time = world.time + shoot_time
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//actually attempt to shoot
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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.
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for(var/i in 1 to _burst)
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var/obj/projectile = consume_next_projectile(user)
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if(!projectile)
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handle_click_empty(user)
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break
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var/acc = firemode.accuracy[min(i, firemode.accuracy.len)]
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var/disp = firemode.dispersion[min(i, firemode.dispersion.len)]
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process_accuracy(projectile, user, target, acc, disp)
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if(pointblank)
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process_point_blank(projectile, user, target)
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if(process_projectile(projectile, user, target, user.zone_sel.selecting, clickparams))
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handle_post_fire(user, target, pointblank, reflex)
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update_icon()
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if(i < _burst)
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sleep(_burst_delay)
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if(!(target && target.loc))
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target = targloc
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pointblank = 0
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update_held_icon()
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//update timing
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user.next_move = world.time + 4
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if(process_projectile(projectile, user, target, user.zone_sel.selecting, params, pointblank, reflex))
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handle_post_fire(user, target, pointblank, reflex)
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update_icon()
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update_held_icon()
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if(user.client) user.client.move_delay = world.time + _move_delay
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next_fire_time = world.time + _fire_delay
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//obtains the next projectile to fire
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/obj/item/weapon/gun/proc/consume_next_projectile()
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@@ -181,17 +246,63 @@
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"You hear a [fire_sound_text]!"
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)
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if(muzzle_flash)
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var/turf/T_user = get_turf(user)
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var/turf/T_target = get_turf(target)
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var/obj/effect/effect/smoke/illumination/I = new /obj/effect/effect/smoke/illumination(get_step(T_user, get_dir(T_user,T_target)), brightness=muzzle_flash, lifetime=8)
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I.alpha = 0
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if(recoil)
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spawn()
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shake_camera(user, recoil+1, recoil)
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update_icon()
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//does the actual shooting
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/obj/item/weapon/gun/proc/process_projectile(obj/projectile, mob/user, atom/target, var/target_zone, var/params=null, var/pointblank=0, var/reflex=0)
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if(!istype(projectile, /obj/item/projectile))
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/obj/item/weapon/gun/proc/process_point_blank(obj/projectile, mob/user, atom/target)
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var/obj/item/projectile/P = projectile
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if(!istype(P))
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return //default behaviour only applies to true projectiles
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//default point blank multiplier
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var/damage_mult = 1.3
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//determine multiplier due to the target being grabbed
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if(ismob(target))
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var/mob/M = target
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if(M.grabbed_by.len)
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var/grabstate = 0
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for(var/obj/item/weapon/grab/G in M.grabbed_by)
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grabstate = max(grabstate, G.state)
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if(grabstate >= GRAB_NECK)
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damage_mult = 3.0
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else if(grabstate >= GRAB_AGGRESSIVE)
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damage_mult = 1.5
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P.damage *= damage_mult
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/obj/item/weapon/gun/proc/process_accuracy(obj/projectile, mob/user, atom/target, acc_mod, dispersion)
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var/obj/item/projectile/P = projectile
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if(!istype(P))
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return //default behaviour only applies to true projectiles
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//Accuracy modifiers
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P.accuracy = accuracy + acc_mod
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P.dispersion = dispersion
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//accuracy bonus from aiming
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if (aim_targets && (target in aim_targets))
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//If you aim at someone beforehead, it'll hit more often.
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//Kinda balanced by fact you need like 2 seconds to aim
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//As opposed to no-delay pew pew
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P.accuracy += 2
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//does the actual launching of the projectile
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/obj/item/weapon/gun/proc/process_projectile(obj/projectile, mob/user, atom/target, var/target_zone, var/params=null)
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var/obj/item/projectile/P = projectile
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if(!istype(P))
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return 0 //default behaviour only applies to true projectiles
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var/obj/item/projectile/P = projectile
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if(params)
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P.set_clickpoint(params)
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//shooting while in shock
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var/x_offset = 0
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@@ -205,27 +316,6 @@
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y_offset = rand(-1,1)
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x_offset = rand(-1,1)
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//Point blank bonus
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if(pointblank)
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var/damage_mult = 1.3 //default point blank multiplier
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//determine multiplier due to the target being grabbed
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if(ismob(target))
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var/mob/M = target
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if(M.grabbed_by.len)
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var/grabstate = 0
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for(var/obj/item/weapon/grab/G in M.grabbed_by)
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grabstate = max(grabstate, G.state)
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if(grabstate >= GRAB_NECK)
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damage_mult = 3.0
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else if (grabstate >= GRAB_AGGRESSIVE)
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damage_mult = 1.5
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P.damage *= damage_mult
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if(params)
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P.set_clickpoint(params)
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return !P.launch(target, user, src, target_zone, x_offset, y_offset)
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//Suicide handling.
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@@ -260,7 +350,7 @@
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else
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user << "<span class = 'notice'>Ow...</span>"
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user.apply_effect(110,AGONY,0)
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del(in_chamber)
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qdel(in_chamber)
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mouthshoot = 0
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return
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else
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@@ -287,3 +377,21 @@
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if(!zoom)
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accuracy = initial(accuracy)
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recoil = initial(recoil)
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/obj/item/weapon/gun/examine(mob/user)
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..()
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if(firemodes.len > 1)
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var/datum/firemode/current_mode = firemodes[sel_mode]
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user << "The fire selector is set to [current_mode.name]."
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/obj/item/weapon/gun/proc/switch_firemodes(mob/user=null)
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sel_mode++
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if(sel_mode > firemodes.len)
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sel_mode = 1
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var/datum/firemode/new_mode = firemodes[sel_mode]
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user << "<span class='notice'>\The [src] is now set to [new_mode.name].</span>"
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/obj/item/weapon/gun/attack_self(mob/user)
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if(firemodes.len > 1)
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switch_firemodes(user)
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