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A lot of new defines are now in inventory_sizes.dm, which contains; All the size identifiers (the thing that tells the game if something is bulky, or w/e). Storage costs for all the sizes, which are exponents of two, as previously. A few constants for inventory size. Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke. The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
569 lines
20 KiB
Plaintext
569 lines
20 KiB
Plaintext
/*
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Defines a firing mode for a gun.
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A firemode is created from a list of fire mode settings. Each setting modifies the value of the gun var with the same name.
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If the fire mode value for a setting is null, it will be replaced with the initial value of that gun's variable when the firemode is created.
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Obviously not compatible with variables that take a null value. If a setting is not present, then the corresponding var will not be modified.
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*/
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/datum/firemode
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var/name = "default"
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var/list/settings = list()
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/datum/firemode/New(obj/item/weapon/gun/gun, list/properties = null)
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..()
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if(!properties) return
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for(var/propname in properties)
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var/propvalue = properties[propname]
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if(propname == "mode_name")
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name = propvalue
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if(isnull(propvalue))
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settings[propname] = gun.vars[propname] //better than initial() as it handles list vars like burst_accuracy
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else
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settings[propname] = propvalue
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/datum/firemode/proc/apply_to(obj/item/weapon/gun/gun)
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for(var/propname in settings)
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gun.vars[propname] = settings[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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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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flags = CONDUCT
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slot_flags = SLOT_BELT|SLOT_HOLSTER
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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w_class = ITEMSIZE_NORMAL
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throwforce = 5
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throw_speed = 4
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throw_range = 5
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force = 5
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origin_tech = list(TECH_COMBAT = 1)
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attack_verb = list("struck", "hit", "bashed")
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zoomdevicename = "scope"
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var/burst = 1
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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/move_delay = 1
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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/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/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/one_handed_penalty = 0 // Penalty applied if someone fires a two-handed gun with one hand.
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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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//aiming system stuff
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var/keep_aim = 1 //1 for keep shooting until aim is lowered
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//0 for one bullet after tarrget moves and aim is lowered
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var/multi_aim = 0 //Used to determine if you can target multiple people.
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var/tmp/list/mob/living/aim_targets //List of who yer targeting.
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var/tmp/mob/living/last_moved_mob //Used to fire faster at more than one person.
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var/tmp/told_cant_shoot = 0 //So that it doesn't spam them with the fact they cannot hit them.
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var/tmp/lock_time = -100
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var/dna_lock = 0 //whether or not the gun is locked to dna
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var/obj/item/dnalockingchip/attached_lock
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/obj/item/weapon/gun/New()
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..()
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for(var/i in 1 to firemodes.len)
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firemodes[i] = new /datum/firemode(src, firemodes[i])
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if(isnull(scoped_accuracy))
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scoped_accuracy = accuracy
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if(dna_lock)
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attached_lock = new /obj/item/dnalockingchip(src)
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if(!dna_lock)
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verbs -= /obj/item/weapon/gun/verb/remove_dna
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verbs -= /obj/item/weapon/gun/verb/give_dna
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verbs -= /obj/item/weapon/gun/verb/allow_dna
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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.item_is_in_hands(src) && !M.hands_are_full())
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name = "[initial(name)] (wielded)"
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item_state = wielded_icon
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else
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name = initial(name)
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item_state = initial(item_state)
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update_icon(ignore_inhands=1) // 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(dna_lock && attached_lock.stored_dna)
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if(!authorized_user(user))
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if(attached_lock.safety_level == 0)
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M << "<span class='danger'>\The [src] buzzes in dissapoint and displays an invalid DNA symbol.</span>"
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return 0
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if(!attached_lock.exploding)
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if(attached_lock.safety_level == 1)
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M << "<span class='danger'>\The [src] hisses in dissapointment.</span>"
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visible_message("<span class='game say'><span class='name'>\The [src]</span> announces, \"Self-destruct occurring in ten seconds.\"</span>", "<span class='game say'><span class='name'>\The [src]</span> announces, \"Self-destruct occurring in ten seconds.\"</span>")
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spawn(100)
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explosion(src, 0, 0, 3, 4)
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attached_lock.exploding = 1
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sleep(1)
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qdel(src)
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return 0
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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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if((CLUMSY in M.mutations) && prob(40)) //Clumsy handling
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var/obj/P = consume_next_projectile()
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if(P)
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if(process_projectile(P, user, user, pick("l_foot", "r_foot")))
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handle_post_fire(user, user)
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user.visible_message(
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"<span class='danger'>\The [user] shoots \himself in the foot with \the [src]!</span>",
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"<span class='danger'>You shoot yourself in the foot with \the [src]!</span>"
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)
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M.drop_item()
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else
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handle_click_empty(user)
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return 0
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return 1
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/obj/item/weapon/gun/emp_act(severity)
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for(var/obj/O in contents)
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O.emp_act(severity)
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/obj/item/weapon/gun/afterattack(atom/A, mob/living/user, adjacent, params)
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if(adjacent) return //A is adjacent, is the user, or is on the user's person
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if(!user.aiming)
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user.aiming = new(user)
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if(user && user.client && user.aiming && user.aiming.active && user.aiming.aiming_at != A)
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PreFire(A,user,params) //They're using the new gun system, locate what they're aiming at.
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return
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if(user && user.a_intent == I_HELP && user.is_preference_enabled(/datum/client_preference/safefiring)) //regardless of what happens, refuse to shoot if help intent is on
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user << "<span class='warning'>You refrain from firing your [src] as your intent is set to help.</span>"
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else
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Fire(A,user,params) //Otherwise, fire normally.
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/obj/item/weapon/gun/attack(atom/A, mob/living/user, def_zone)
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if (A == user && user.zone_sel.selecting == O_MOUTH && !mouthshoot)
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handle_suicide(user)
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else if(user.a_intent == I_HURT) //point blank shooting
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Fire(A, user, pointblank=1)
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else
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return ..() //Pistolwhippin'
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/obj/item/weapon/gun/attackby(var/obj/item/A as obj, mob/user as mob)
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if(istype(A, /obj/item/dnalockingchip))
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if(dna_lock)
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user << "<span class='notice'>\The [src] already has a [attached_lock].</span>"
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return
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user << "<span class='notice'>You insert \the [A] into \the [src].</span>"
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user.drop_item()
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A.loc = src
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attached_lock = A
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dna_lock = 1
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verbs += /obj/item/weapon/gun/verb/remove_dna
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verbs += /obj/item/weapon/gun/verb/give_dna
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verbs += /obj/item/weapon/gun/verb/allow_dna
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return
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if(istype(A, /obj/item/weapon/screwdriver))
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if(dna_lock && attached_lock && !attached_lock.controller_lock)
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user << "<span class='notice'>You begin removing \the [attached_lock] from \the [src].</span>"
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if(do_after(user, 25))
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user << "<span class='notice'>You remove \the [attached_lock] from \the [src].</span>"
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user.put_in_hands(attached_lock)
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dna_lock = 0
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attached_lock = null
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verbs -= /obj/item/weapon/gun/verb/remove_dna
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verbs -= /obj/item/weapon/gun/verb/give_dna
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verbs -= /obj/item/weapon/gun/verb/allow_dna
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else
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user << "<span class='warning'>\The [src] is not accepting modifications at this time.</span>"
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/obj/item/weapon/gun/emag_act(var/remaining_charges, var/mob/user)
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if(dna_lock && attached_lock.controller_lock)
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user << "<span class='notice'>You short circuit the internal locking mechanisms of \the [src]!</span>"
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attached_lock.controller_dna = null
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attached_lock.controller_lock = 0
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attached_lock.stored_dna = list()
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return 1
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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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user.break_cloak()
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if(!special_check(user))
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return
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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!</span>"
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return
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var/shoot_time = (burst - 1)* burst_delay
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user.setClickCooldown(shoot_time) //no clicking on things while shooting
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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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if(user.item_is_in_hands(src) && user.hands_are_full())
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held_acc_mod = held_acc_mod - one_handed_penalty
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held_disp_mod = held_disp_mod - round(one_handed_penalty / 2)
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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 = 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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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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// We do this down here, so we don't get the message if we fire an empty gun.
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if(requires_two_hands)
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if(user.item_is_in_hands(src) && user.hands_are_full())
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if(one_handed_penalty >= 2)
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user << "<span class='warning'>You struggle to keep \the [src] pointed at the correct position with just one hand!</span>"
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admin_attack_log(usr, attacker_message="Fired [src]", admin_message="fired a gun ([src]) (MODE: [src.mode_name]) [reflex ? "by reflex" : "manually"].")
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//update timing
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user.setClickCooldown(DEFAULT_QUICK_COOLDOWN)
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user.setMoveCooldown(move_delay)
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next_fire_time = world.time + fire_delay
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if(muzzle_flash)
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set_light(0)
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// Similar to the above proc, but does not require a user, which is ideal for things like turrets.
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/obj/item/weapon/gun/proc/Fire_userless(atom/target)
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if(!target)
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return
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if(world.time < next_fire_time)
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return
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var/shoot_time = (burst - 1)* burst_delay
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next_fire_time = world.time + shoot_time
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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()
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if(!projectile)
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handle_click_empty()
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break
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if(istype(projectile, /obj/item/projectile))
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var/obj/item/projectile/P = projectile
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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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P.accuracy = accuracy + acc
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P.dispersion = disp
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P.shot_from = src.name
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P.silenced = silenced
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P.launch(target)
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if(silenced)
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playsound(src, fire_sound, 10, 1)
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else
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playsound(src, fire_sound, 50, 1)
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if(muzzle_flash)
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set_light(muzzle_flash)
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update_icon()
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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, null, target, user.zone_sel.selecting, clickparams))
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// handle_post_fire(null, 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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log_and_message_admins("Fired [src].")
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//admin_attack_log(usr, attacker_message="Fired [src]", admin_message="fired a gun ([src]) (MODE: [src.mode_name]) [reflex ? "by reflex" : "manually"].")
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//update timing
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next_fire_time = world.time + fire_delay
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if(muzzle_flash)
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set_light(0)
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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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return null
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//used by aiming code
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/obj/item/weapon/gun/proc/can_hit(atom/target as mob, var/mob/living/user as mob)
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if(!special_check(user))
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return 2
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//just assume we can shoot through glass and stuff. No big deal, the player can just choose to not target someone
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//on the other side of a window if it makes a difference. Or if they run behind a window, too bad.
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return check_trajectory(target, user)
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//called if there was no projectile to shoot
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/obj/item/weapon/gun/proc/handle_click_empty(mob/user)
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if (user)
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user.visible_message("*click click*", "<span class='danger'>*click*</span>")
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else
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src.visible_message("*click click*")
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playsound(src.loc, 'sound/weapons/empty.ogg', 100, 1)
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//called after successfully firing
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/obj/item/weapon/gun/proc/handle_post_fire(mob/user, atom/target, var/pointblank=0, var/reflex=0)
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if(silenced)
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playsound(user, fire_sound, 10, 1)
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else
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playsound(user, fire_sound, 50, 1)
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if(reflex)
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user.visible_message(
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"<span class='reflex_shoot'><b>\The [user] fires \the [src][pointblank ? " point blank at \the [target]":""] by reflex!</b></span>",
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"<span class='reflex_shoot'>You fire \the [src] by reflex!</span>",
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"You hear a [fire_sound_text]!"
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)
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else
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user.visible_message(
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"<span class='danger'>\The [user] fires \the [src][pointblank ? " point blank at \the [target]":""]!</span>",
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"<span class='warning'>You fire \the [src]!</span>",
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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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set_light(muzzle_flash)
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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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/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 = 2.5
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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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// Certain statuses make it harder to aim, blindness especially. Same chances as melee, however guns accuracy uses multiples of 15.
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if(user.eye_blind)
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accuracy -= 5
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if(user.eye_blurry)
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accuracy -= 2
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if(user.confused)
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accuracy -= 3
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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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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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var/y_offset = 0
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if(istype(user, /mob/living/carbon))
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var/mob/living/carbon/mob = user
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if(mob.shock_stage > 120)
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y_offset = rand(-2,2)
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x_offset = rand(-2,2)
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else if(mob.shock_stage > 70)
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y_offset = rand(-1,1)
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x_offset = rand(-1,1)
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|
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return !P.launch_from_gun(target, user, src, target_zone, x_offset, y_offset)
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|
|
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//apart of reskins that have two sprites, touching may result in frustration and breaks
|
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/obj/item/weapon/gun/projectile/colt/detective/attack_hand(var/mob/living/user)
|
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if(!unique_reskin && loc == user)
|
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reskin_gun(user)
|
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return
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..()
|
|
|
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//Suicide handling.
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/obj/item/weapon/gun/var/mouthshoot = 0 //To stop people from suiciding twice... >.>
|
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/obj/item/weapon/gun/proc/handle_suicide(mob/living/user)
|
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if(!ishuman(user))
|
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return
|
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var/mob/living/carbon/human/M = user
|
|
|
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mouthshoot = 1
|
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M.visible_message("\red [user] sticks their gun in their mouth, ready to pull the trigger...")
|
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if(!do_after(user, 40))
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M.visible_message("\blue [user] decided life was worth living")
|
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mouthshoot = 0
|
|
return
|
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var/obj/item/projectile/in_chamber = consume_next_projectile()
|
|
if (istype(in_chamber))
|
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user.visible_message("<span class = 'warning'>[user] pulls the trigger.</span>")
|
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if(silenced)
|
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playsound(user, fire_sound, 10, 1)
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else
|
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playsound(user, fire_sound, 50, 1)
|
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if(istype(in_chamber, /obj/item/projectile/beam/lastertag))
|
|
user.show_message("<span class = 'warning'>You feel rather silly, trying to commit suicide with a toy.</span>")
|
|
mouthshoot = 0
|
|
return
|
|
|
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in_chamber.on_hit(M)
|
|
if (in_chamber.damage_type != HALLOSS)
|
|
log_and_message_admins("[key_name(user)] commited suicide using \a [src]")
|
|
user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]", sharp=1)
|
|
user.death()
|
|
else
|
|
user << "<span class = 'notice'>Ow...</span>"
|
|
user.apply_effect(110,AGONY,0)
|
|
qdel(in_chamber)
|
|
mouthshoot = 0
|
|
return
|
|
else
|
|
handle_click_empty(user)
|
|
mouthshoot = 0
|
|
return
|
|
|
|
/obj/item/weapon/gun/proc/toggle_scope(var/zoom_amount=2.0)
|
|
//looking through a scope limits your periphereal vision
|
|
//still, increase the view size by a tiny amount so that sniping isn't too restricted to NSEW
|
|
var/zoom_offset = round(world.view * zoom_amount)
|
|
var/view_size = round(world.view + zoom_amount)
|
|
var/scoped_accuracy_mod = zoom_offset
|
|
|
|
zoom(zoom_offset, view_size)
|
|
if(zoom)
|
|
accuracy = scoped_accuracy + scoped_accuracy_mod
|
|
if(recoil)
|
|
recoil = round(recoil*zoom_amount+1) //recoil is worse when looking through a scope
|
|
|
|
//make sure accuracy and recoil are reset regardless of how the item is unzoomed.
|
|
/obj/item/weapon/gun/zoom()
|
|
..()
|
|
if(!zoom)
|
|
accuracy = initial(accuracy)
|
|
recoil = initial(recoil)
|
|
|
|
/obj/item/weapon/gun/examine(mob/user)
|
|
..()
|
|
if(firemodes.len > 1)
|
|
var/datum/firemode/current_mode = firemodes[sel_mode]
|
|
user << "The fire selector is set to [current_mode.name]."
|
|
|
|
/obj/item/weapon/gun/proc/switch_firemodes(mob/user)
|
|
if(firemodes.len <= 1)
|
|
return null
|
|
|
|
sel_mode++
|
|
if(sel_mode > firemodes.len)
|
|
sel_mode = 1
|
|
var/datum/firemode/new_mode = firemodes[sel_mode]
|
|
new_mode.apply_to(src)
|
|
user << "<span class='notice'>\The [src] is now set to [mode_name].</span>"
|
|
|
|
return new_mode
|
|
|
|
/obj/item/weapon/gun/attack_self(mob/user)
|
|
switch_firemodes(user)
|