//Removing the lock and the buttons. /obj/item/weapon/gun/dropped(var/mob/living/user) if(istype(user)) user.stop_aiming(src) return ..() /obj/item/weapon/gun/equipped(var/mob/living/user, var/slot) if(istype(user) && (slot != slot_l_hand && slot != slot_r_hand)) user.stop_aiming(src) return ..() //Compute how to fire..... //Return 1 if a target was found, 0 otherwise. /obj/item/weapon/gun/proc/PreFire(var/atom/A, var/mob/living/user, var/params) if(!user.aiming) user.aiming = new(user) user.face_atom(A) if(ismob(A) && user.aiming) user.aiming.aim_at(A, src) if(!isliving(A)) return 0 return 1 return 0