/obj/item/weapon/gun/verb/toggle_firerate()
set name = "Toggle Continue Aiming"
set category = "Object"
keep_aim = !keep_aim
if (keep_aim)
loc << "You will now continue firing when your target moves."
else
loc << "You will now only fire once, then lower your aim, when your target moves."
/obj/item/weapon/gun/verb/lower_aim()
set name = "Lower Aim"
set category = "Object"
if(aim_targets)
stop_aim()
usr.visible_message(" \The [usr] lowers \the [src]...")
//Removing the lock and the buttons.
/obj/item/weapon/gun/dropped(mob/user as mob)
stop_aim()
if(user && user.client)
user.client.remove_gun_icons()
return ..()
/obj/item/weapon/gun/equipped(var/mob/user, var/slot)
if (slot != slot_l_hand && slot != slot_r_hand)
stop_aim()
if (user.client)
user.client.remove_gun_icons()
return ..()
//Removes lock from all targets
/obj/item/weapon/gun/proc/stop_aim()
if(aim_targets)
for(var/mob/living/M in aim_targets)
if(M)
M.NotTargeted(src) //Untargeting people.
qdel(aim_targets)
//Compute how to fire.....
//Return 1 if a target was found, 0 otherwise.
/obj/item/weapon/gun/proc/PreFire(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, params)
//Lets not spam it.
if(lock_time > world.time - 2) return
user.set_dir(get_cardinal_dir(src, A))
if(isliving(A) && !(A in aim_targets))
Aim(A) //Clicked a mob, aim at them
return 1
//Didn't click someone, check if there is anyone along that guntrace
var/mob/living/M = GunTrace(usr.x,usr.y,A.x,A.y,usr.z,usr) //Find dat mob.
if(isliving(M) && (M in view(user)) && !(M in aim_targets))
Aim(M) //Aha! Aim at them!
return 1
return 0
//Aiming at the target mob.
/obj/item/weapon/gun/proc/Aim(var/mob/living/M)
if(!aim_targets || !(M in aim_targets))
lock_time = world.time
if(aim_targets && !multi_aim) //If they're targeting someone and they have a non multi_aim weapon.
for(var/mob/living/L in aim_targets)
if(L)
L.NotTargeted(src)
qdel(aim_targets)
usr.visible_message("[usr] turns \the [src] on [M]!")
else
usr.visible_message("[usr] aims \a [src] at [M]!")
M.Targeted(src)
//HE MOVED, SHOOT HIM!
/obj/item/weapon/gun/proc/TargetActed(var/mob/living/T)
var/mob/living/M = loc
if(M == T) return
if(!istype(M)) return
if(src != M.get_active_hand())
stop_aim()
return
//reflex firing is disabled when help intent is set
if (M.a_intent == I_HELP)
M << "You refrain from firing your [src] as your intent is set to help."
return
M.last_move_intent = world.time
var/firing_check = can_hit(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, reflex = 1)
else if(!told_cant_shoot)
M << "They can't be hit from here!"
told_cant_shoot = 1
spawn(30)
told_cant_shoot = 0
usr.set_dir(get_cardinal_dir(src, T))
if (!keep_aim) // If keep_aim is set to lower aim after one shot, untarget the target
T.NotTargeted(src)
//Yay, math!
#define SIGN(X) ((X<0)?-1:1)
/proc/GunTrace(X1,Y1,X2,Y2,Z=1,exc_obj,PX1=16,PY1=16,PX2=16,PY2=16)
//bluh << "Tracin' [X1],[Y1] to [X2],[Y2] on floor [Z]."
var/turf/T
var/mob/living/M
if(X1==X2)
if(Y1==Y2) return 0 //Light cannot be blocked on same tile
else
var/s = SIGN(Y2-Y1)
Y1+=s
while(1)
T = locate(X1,Y1,Z)
if(!T) return 0
M = locate() in T
if(M) return M
M = locate() in orange(1,T)-exc_obj
if(M) return M
Y1+=s
else
var
m=(32*(Y2-Y1)+(PY2-PY1))/(32*(X2-X1)+(PX2-PX1))
b=(Y1+PY1/32-0.015625)-m*(X1+PX1/32-0.015625) //In tiles
signX = SIGN(X2-X1)
signY = SIGN(Y2-Y1)
if(X1= 5)
if(ismob(I.loc))
I.loc << "You can only target 5 people at once!"
return
else
return
for(var/mob/living/K in viewers(usr))
K << 'sound/weapons/TargetOn.ogg'
if(!targeted_by) targeted_by = list()
targeted_by += I
I.lock_time = world.time + 20 //Target has 2 second to realize they're targeted and stop (or target the opponent).
src << "((Your character is being targeted. They have 2 seconds to stop any click or move actions. While targeted, they may \
drag and drop items in or into the map, speak, and click on interface buttons. Clicking on the map objects (floors and walls are fine), their items \
(other than a weapon to de-target), moving, or talking into a radio will result in being fired upon. The aggressor may also fire manually, \
so try not to get on their bad side.))"
if(targeted_by.len == 1)
spawn(0)
target_locked = image("icon" = 'icons/effects/Targeted.dmi', "icon_state" = "locking")
overlays += target_locked
spawn(0)
sleep(20)
if(target_locked)
target_locked = image("icon" = 'icons/effects/Targeted.dmi', "icon_state" = "locked")
update_targeted()
//Adding the buttons to the controller person
var/mob/living/T = I.loc
if(T)
if(T.client)
T.client.add_gun_icons()
else
I.lower_aim()
return
if(iscarbon(src) && m_intent == "run" && T.client.target_can_move == 1 && T.client.target_can_run == 0)
src << "Your move intent is now set to walk, as your targeter permits it." //Self explanitory.
set_m_intent("walk")
//Processing the aiming. Should be probably in separate object with process() but lasy.
while(targeted_by && T.client)
if(last_move_intent > I.lock_time + 10 && !T.client.target_can_move) //If target moved when not allowed to
I.TargetActed(src)
if(I.last_moved_mob == src) //If they were the last ones to move, give them more of a grace period, so that an automatic weapon can hold down a room better.
I.lock_time = world.time + 5
I.lock_time = world.time + 5
I.last_moved_mob = src
else if(last_move_intent > I.lock_time + 10 && !T.client.target_can_run && m_intent == "run") //If the target ran while targeted
I.TargetActed(src)
if(I.last_moved_mob == src) //If they were the last ones to move, give them more of a grace period, so that an automatic weapon can hold down a room better.
I.lock_time = world.time + 5
I.lock_time = world.time + 5
I.last_moved_mob = src
if(last_target_click > I.lock_time + 10 && !T.client.target_can_click) //If the target clicked the map to pick something up/shoot/etc
I.TargetActed(src)
if(I.last_moved_mob == src) //If they were the last ones to move, give them more of a grace period, so that an automatic weapon can hold down a room better.
I.lock_time = world.time + 5
I.lock_time = world.time + 5
I.last_moved_mob = src
if(last_target_radio > I.lock_time + 10 && !T.client.target_can_radio)
I.TargetActed(src)
if(I.last_moved_mob == src) //If they were the last ones to move, give them more of a grace period, so that an automatic weapon can hold down a room better.
I.lock_time = world.time + 5
I.lock_time = world.time + 5
I.last_moved_mob = src
sleep(1)
/mob/living/proc/NotTargeted(var/obj/item/weapon/gun/I)
if(!I.silenced)
for(var/mob/living/M in viewers(src))
M << 'sound/weapons/TargetOff.ogg'
targeted_by -= I
I.aim_targets.Remove(src) //De-target them
if(!I.aim_targets.len)
qdel(I.aim_targets)
var/mob/living/T = I.loc //Remove the targeting icons
if(T && ismob(T) && !I.aim_targets && T.client)
T.client.remove_gun_icons()
if(!targeted_by.len)
qdel(target_locked) //Remove the overlay
qdel(targeted_by)
spawn(1) update_targeted()
/mob/living/Move()
. = ..()
for(var/obj/item/weapon/gun/G in targeted_by) //Handle moving out of the gunner's view.
var/mob/living/M = G.loc
if(!(M in view(src)))
NotTargeted(G)
for(var/obj/item/weapon/gun/G in src) //Handle the gunner loosing sight of their target/s
if(G.aim_targets)
for(var/mob/living/M in G.aim_targets)
if(M && !(M in view(src)))
M.NotTargeted(G)
//If you move out of range, it isn't going to still stay locked on you any more.
/client/var
target_can_move = 0
target_can_run = 0
target_can_click = 0
target_can_radio = 0
gun_mode = 0
//These are called by the on-screen buttons, adjusting what the victim can and cannot do.
/client/proc/add_gun_icons()
screen += usr.item_use_icon
screen += usr.gun_move_icon
screen += usr.radio_use_icon
if (target_can_move)
screen += usr.gun_run_icon
/client/proc/remove_gun_icons()
if(!usr) return 1 // Runtime prevention on N00k agents spawning with SMG
screen -= usr.item_use_icon
screen -= usr.gun_move_icon
screen -= usr.radio_use_icon
if (target_can_move)
screen -= usr.gun_run_icon
/client/verb/ToggleGunMode()
set name = "Toggle Gun Mode"
set hidden = 1
gun_mode = !gun_mode
if(gun_mode)
usr << "You will now take people captive."
else
usr << "You will now shoot where you target."
for(var/obj/item/weapon/gun/G in usr)
G.stop_aim()
remove_gun_icons()
if(usr.gun_setting_icon)
usr.gun_setting_icon.icon_state = "gun[gun_mode]"
/client/verb/AllowTargetMove()
set hidden=1
//Changing client's permissions
target_can_move = !target_can_move
if(target_can_move)
usr << "Target may now walk."
//usr.gun_run_icon = new /obj/screen/gun/run(null) //adding icon for running permission
screen += usr.gun_run_icon
else
usr << "Target may no longer move."
target_can_run = 0
qdel(usr.gun_run_icon) //no need for icon for running permission
//Updating walking permission button
if(usr.gun_move_icon)
usr.gun_move_icon.icon_state = "no_walk[target_can_move]"
usr.gun_move_icon.name = "[target_can_move ? "Disallow" : "Allow"] Walking"
//Handling change for all the guns on client
for(var/obj/item/weapon/gun/G in usr)
G.lock_time = world.time + 5
if(G.aim_targets)
for(var/mob/living/M in G.aim_targets)
if(target_can_move)
M << "Your character may now walk at the discretion of their targeter."
if(!target_can_run)
M << "Your move intent is now set to walk, as your targeter permits it."
M.set_m_intent("walk")
else
M << "Your character will now be shot if they move."
/mob/living/proc/set_m_intent(var/intent)
if (intent != "walk" && intent != "run")
return 0
m_intent = intent
if(hud_used)
if (hud_used.move_intent)
hud_used.move_intent.icon_state = intent == "walk" ? "walking" : "running"
client/verb/AllowTargetRun()
set hidden=1
//Changing client's permissions
target_can_run = !target_can_run
if(target_can_run)
usr << "Target may now run."
else
usr << "Target may no longer run."
//Updating running permission button
if(usr.gun_run_icon)
usr.gun_run_icon.icon_state = "no_run[target_can_run]"
usr.gun_run_icon.name = "[target_can_run ? "Disallow" : "Allow"] Running"
//Handling change for all the guns on client
for(var/obj/item/weapon/gun/G in src)
G.lock_time = world.time + 5
if(G.aim_targets)
for(var/mob/living/M in G.aim_targets)
if(target_can_run)
M << "Your character may now run at the discretion of their targeter."
else
M << "Your character will now be shot if they run."
/client/verb/AllowTargetClick()
set hidden=1
//Changing client's permissions
target_can_click = !target_can_click
if(target_can_click)
usr << "Target may now use items."
else
usr << "Target may no longer use items."
if(usr.item_use_icon)
usr.item_use_icon.icon_state = "no_item[target_can_click]"
usr.item_use_icon.name = "[target_can_click ? "Disallow" : "Allow"] Item Use"
//Handling change for all the guns on client
for(var/obj/item/weapon/gun/G in src)
G.lock_time = world.time + 5
if(G.aim_targets)
for(var/mob/living/M in G.aim_targets)
if(target_can_click)
M << "Your character may now use items at the discretion of their targeter."
else
M << "Your character will now be shot if they use items."
/client/verb/AllowTargetRadio()
set hidden=1
target_can_radio = !target_can_radio
if(target_can_radio)
usr << "Target may now use radio."
else
usr << "Target may no longer use radio."
if(usr.radio_use_icon)
usr.radio_use_icon.icon_state = "no_radio[target_can_radio]"
usr.radio_use_icon.name = "[target_can_radio ? "Disallow" : "Allow"] Radio Use"
//Handling change for all the guns on client
for(var/obj/item/weapon/gun/G in src)
G.lock_time = world.time + 5
if(G.aim_targets)
for(var/mob/living/M in G.aim_targets)
if(target_can_radio)
M << "Your character may now use the radio at the discretion of their targeter."
else
M << "Your character will now be shot if they use the radio."