diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index 8c1c43e6a9..ed25c5c204 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -57,7 +57,7 @@ if(M) M.NotTargeted(src) del(target) - usr.visible_message("\blue [usr] lowers \the [src]...") + usr.visible_message("\blue \The [usr] lowers \the [src]...") return 0 return 1 @@ -65,36 +65,36 @@ attack(mob/living/M as mob, mob/living/user as mob, def_zone) if (M == user && user.zone_sel.selecting == "mouth" && load_into_chamber() && !mouthshoot) //Suicide handling. mouthshoot = 1 - M.visible_message("\red [user] sticks their gun in their mouth, ready to pull the trigger...") + M.visible_message("\red \The [user] sticks their gun in their mouth, ready to pull the trigger...") if(!do_after(user, 40)) - M.visible_message("\blue [user] decided life was worth living") + M.visible_message("\blue \The [user] decided life was worth living") mouthshoot = 0 return if(istype(src.in_chamber, /obj/item/projectile/bullet) && !istype(src.in_chamber, /obj/item/projectile/bullet/stunshot) && !istype(src.in_chamber, /obj/item/ammo_casing/shotgun/beanbag)) M.apply_damage(75, BRUTE, "head", used_weapon = "Suicide attempt with a projectile weapon.") M.apply_damage(85, BRUTE, "chest") - M.visible_message("\red [user] pulls the trigger.") + M.visible_message("\red \The [user] pulls the trigger.") else if(istype(src.in_chamber, /obj/item/projectile/bullet/stunshot) || istype(src.in_chamber, /obj/item/projectile/energy/electrode)) M.apply_damage(10, BURN, "head", used_weapon = "Suicide attempt with a stun round.") - M.visible_message("\red [user] pulls the trigger, but luckily it was a stun round.") + M.visible_message("\red \The [user] pulls the trigger, but luckily it was a stun round.") else if(istype(src.in_chamber, /obj/item/ammo_casing/shotgun/beanbag)) M.apply_damage(20, BRUTE, "head", used_weapon = "Suicide attempt with a beanbag.") - M.visible_message("\red [user] pulls the trigger, but luckily it was a stun round.") + M.visible_message("\red \The [user] pulls the trigger, but luckily it was a stun round.") else if(istype(src.in_chamber, /obj/item/projectile/beam) || istype(src.in_chamber, /obj/item/projectile/energy)) M.apply_damage(75, BURN, "head", used_weapon = "Suicide attempt with an energy weapon") M.apply_damage(85, BURN, "chest") - M.visible_message("\red [user] pulls the trigger.") + M.visible_message("\red \The [user] pulls the trigger.") else M.apply_damage(75, BRUTE, "head", used_weapon = "Suicide attempt with a gun") M.apply_damage(85, BRUTE, "chest") - M.visible_message("\red [user] pulls the trigger. Ow.") + M.visible_message("\red \The [user] pulls the trigger. Ow.") del(in_chamber) mouthshoot = 0 return else if(user.a_intent == "hurt" && load_into_chamber() && (istype(src.in_chamber, /obj/item/projectile/beam) || istype(src.in_chamber, /obj/item/projectile/energy)\ || istype(src.in_chamber, /obj/item/projectile/bullet)) && !istype(in_chamber,/obj/item/projectile/energy/electrode)) //Point blank shooting. //Lets shoot them, then. - user.visible_message("\red [user] fires \the [src] point blank at [M]!") + user.visible_message("\red \The [user] fires \the [src] point blank at [M]!") if(silenced) playsound(user, fire_sound, 10, 1) else @@ -109,7 +109,7 @@ return else if(user.a_intent != "hurt" && load_into_chamber() && istype(in_chamber,/obj/item/projectile/energy/electrode)) //Point blank tasering. if (M.canstun == 0 || M.canweaken == 0) - user.visible_message("\red [M] has been stunned with the taser gun by [user] to no effect!") + user.visible_message("\red \The [M] has been stunned with the taser gun by \the [user] to no effect!") del(in_chamber) update_icon() return @@ -125,7 +125,7 @@ playsound(user, fire_sound, 10, 1) else playsound(user, fire_sound, 50, 1) - user.visible_message("\red [M] has been stunned with the taser gun by [user]!") + user.visible_message("\red \The [M] has been stunned with the taser gun by \the [user]!") M.attack_log += text("\[[]\] []/[] stunned []/[] with a []", time_stamp(), user, user.ckey, M, M.ckey, src) user.attack_log += text("\[[]\] []/[] stunned []/[] with a []", time_stamp(), user, user.ckey, M, M.ckey, src) log_admin("ATTACK: [user] ([user.ckey]) stunned [M] ([M.ckey]) with [src].") @@ -144,7 +144,7 @@ //POWPOW!... Used to be afterattack. - proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params)//TODO: go over this + proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)//TODO: go over this if(istype(user, /mob/living)) var/mob/living/M = user if ((CLUMSY in M.mutations) && prob(50)) ///Who ever came up with this... @@ -193,7 +193,10 @@ playsound(user, fire_sound, 10, 1) else playsound(user, fire_sound, 50, 1) - user.visible_message("\red [user] fires \the [src]!", "\red You fire \the [src]!", "\blue You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!") + if(reflex) + user.visible_message("\red \The [user] fires \the [src] by reflex!", "\red You reflex fire \the [src]!", "\blue You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!") + else + user.visible_message("\red \The [user] fires \the [src]!", "\red You fire \the [src]!", "\blue You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!") in_chamber.original = targloc in_chamber.loc = get_turf(user) @@ -254,7 +257,7 @@ var/firing_check = in_chamber.check_fire(T,usr) //0 if it cannot hit them, 1 if it is capable of hitting, and 2 if a special check is preventing it from firing. if(firing_check > 0) if(firing_check == 1) - Fire(T,usr) + Fire(T,usr, reflex = 1) else if(!told_cant_shoot) M << "\red They can't be hit from here!" told_cant_shoot = 1