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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Added functionality for two-handed gun use.
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@@ -85,6 +85,7 @@ var/const/tk_maxrange = 15
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//stops TK grabs being equipped anywhere but into hands
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/obj/item/tk_grab/equipped(var/mob/user, var/slot)
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..()
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if( (slot == slot_l_hand) || (slot== slot_r_hand) ) return
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qdel(src)
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return
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@@ -71,6 +71,16 @@
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// Works similarly to worn sprite_sheets, except the alternate sprites are used when the clothing/refit_for_species() proc is called.
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var/list/sprite_sheets_obj = list()
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/obj/item/equipped()
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..()
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var/mob/M = loc
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if(!istype(M))
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return
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if(M.l_hand)
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M.l_hand.update_held_icon()
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if(M.r_hand)
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M.r_hand.update_held_icon()
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/obj/item/Destroy()
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if(ismob(loc))
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var/mob/m = loc
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@@ -89,7 +99,7 @@
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var/mob/M = src.loc
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if(M.l_hand == src)
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M.update_inv_l_hand()
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if(M.r_hand == src)
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else if(M.r_hand == src)
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M.update_inv_r_hand()
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/obj/item/ex_act(severity)
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@@ -20,6 +20,7 @@
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disrupt()
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/obj/item/device/chameleon/equipped()
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..()
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disrupt()
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/obj/item/device/chameleon/attack_self()
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@@ -171,9 +171,15 @@ This saves us from having to call add_fingerprint() any time something is put in
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update_inv_legcuffed()
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else if (W == r_hand)
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r_hand = null
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if(l_hand)
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l_hand.update_held_icon()
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update_inv_l_hand()
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update_inv_r_hand()
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else if (W == l_hand)
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l_hand = null
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if(r_hand)
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r_hand.update_held_icon()
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update_inv_l_hand()
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update_inv_l_hand()
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else
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return 0
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@@ -70,6 +70,7 @@ var/const/MAX_ACTIVE_TIME = 400
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return
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/obj/item/clothing/mask/facehugger/equipped(mob/M)
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..()
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Attach(M)
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/obj/item/clothing/mask/facehugger/Crossed(atom/target)
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@@ -64,6 +64,8 @@
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var/list/burst_accuracy = list(0) //allows for different accuracies for each shot in a burst. Applied on top of accuracy
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var/list/dispersion = list(0)
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var/mode_name = null
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var/requires_two_hands
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var/wielded_icon = "gun_wielded"
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var/next_fire_time = 0
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@@ -87,17 +89,28 @@
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if(isnull(scoped_accuracy))
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scoped_accuracy = accuracy
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/obj/item/weapon/gun/update_held_icon()
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if(requires_two_hands)
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var/mob/living/M = loc
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if(istype(M))
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if((M.l_hand == src && !M.r_hand) || (M.r_hand == src && !M.l_hand))
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item_state = wielded_icon
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else
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item_state = initial(item_state)
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update_icon() // In case item_state is set somewhere else.
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..()
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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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/obj/item/weapon/gun/proc/special_check(var/mob/user)
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if(!istype(user, /mob/living))
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return 0
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if(!user.IsAdvancedToolUser())
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return 0
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var/mob/living/M = user
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if(HULK in M.mutations)
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M << "<span class='danger'>Your fingers are much too large for the trigger guard!</span>"
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return 0
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@@ -161,6 +174,14 @@
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user.setMoveCooldown(shoot_time) //no moving while shooting either
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next_fire_time = world.time + shoot_time
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var/held_acc_mod = 0
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var/held_disp_mod = 0
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if(requires_two_hands)
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update_held_icon()
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if((user.l_hand == src && user.r_hand) || (user.r_hand == src && user.l_hand))
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held_acc_mod = -3
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held_disp_mod = 3
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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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@@ -169,8 +190,8 @@
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handle_click_empty(user)
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break
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var/acc = burst_accuracy[min(i, burst_accuracy.len)]
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var/disp = dispersion[min(i, dispersion.len)]
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var/acc = burst_accuracy[min(i, burst_accuracy.len)] + held_acc_mod
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var/disp = dispersion[min(i, dispersion.len)] + held_disp_mod
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process_accuracy(projectile, user, target, acc, disp)
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if(pointblank)
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