mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
Moved gun icons adding/deletion in separate procs. Moved dropping aim in separate procs. Moved gun empty clicking in separate proc because all the copypaste. Fixed issues with aim mode HUD icons not being updated in some cases. Now toggling mode cancels aim properly. Fixed type in firing message.
193 lines
6.1 KiB
Plaintext
193 lines
6.1 KiB
Plaintext
/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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icon_state = "detective"
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item_state = "gun"
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flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
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slot_flags = SLOT_BELT
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m_amt = 2000
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w_class = 3.0
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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 = 5.0
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origin_tech = "combat=1"
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attack_verb = list("struck", "hit", "bashed")
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var/fire_sound = 'sound/weapons/Gunshot.ogg'
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var/obj/item/projectile/in_chamber = null
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var/caliber = ""
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var/silenced = 0
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var/recoil = 0
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var/ejectshell = 1
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var/clumsy_check = 1
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var/tmp/list/mob/living/target //List of who yer targeting.
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var/tmp/lock_time = -100
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var/tmp/mouthshoot = 0 ///To stop people from suiciding twice... >.>
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var/automatic = 0 //Used to determine if you can target multiple people.
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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/firerate = 1 // 0 for one bullet after tarrget moves and aim is lowered,
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//1 for keep shooting until aim is lowered
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proc/load_into_chamber()
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return 0
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proc/special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver.
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return 1
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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 as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
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if(flag) return //we're placing gun on a table or in backpack
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if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy)) return//Shouldnt flag take care of this?
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if(user && user.client && user.client.gun_mode && !(A in target))
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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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else
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Fire(A,user,params) //Otherwise, fire normally.
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/obj/item/weapon/gun/proc/isHandgun()
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return 1
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/obj/item/weapon/gun/proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)//TODO: go over this
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//Exclude lasertag guns from the CLUMSY check.
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if(clumsy_check)
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if(istype(user, /mob/living))
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var/mob/living/M = user
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if ((CLUMSY in M.mutations) && prob(50))
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M << "<span class='danger'>[src] blows up in your face.</span>"
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M.take_organ_damage(0,20)
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M.drop_item()
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del(src)
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return
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if (!user.IsAdvancedToolUser())
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user << "\red You don't have the dexterity to do this!"
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return
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if(istype(user, /mob/living))
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var/mob/living/M = user
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if (HULK in M.mutations)
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M << "\red Your meaty finger is much too large for the trigger guard!"
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return
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if(ishuman(user))
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if(user.dna && user.dna.mutantrace == "adamantine")
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user << "\red Your metal fingers don't fit in the trigger guard!"
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return
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add_fingerprint(user)
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var/turf/curloc = get_turf(user)
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var/turf/targloc = get_turf(target)
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if (!istype(targloc) || !istype(curloc))
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return
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if(!special_check(user))
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return
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if(!load_into_chamber()) //CHECK
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return click_empty(user)
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if(!in_chamber)
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return
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in_chamber.firer = user
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in_chamber.def_zone = user.zone_sel.selecting
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if(targloc == curloc)
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user.bullet_act(in_chamber)
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del(in_chamber)
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update_icon()
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return
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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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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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user.visible_message("<span class='warning'>[user] fires [src][reflex ? " by reflex":""]!</span>", \
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"<span class='warning'>You fire [src][reflex ? "by reflex":""]!</span>", \
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"You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
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in_chamber.original = target
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in_chamber.loc = get_turf(user)
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in_chamber.starting = get_turf(user)
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in_chamber.shot_from = src
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user.next_move = world.time + 4
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in_chamber.silenced = silenced
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in_chamber.current = curloc
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in_chamber.yo = targloc.y - curloc.y
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in_chamber.xo = targloc.x - curloc.x
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if(params)
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var/list/mouse_control = params2list(params)
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if(mouse_control["icon-x"])
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in_chamber.p_x = text2num(mouse_control["icon-x"])
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if(mouse_control["icon-y"])
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in_chamber.p_y = text2num(mouse_control["icon-y"])
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spawn()
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if(in_chamber)
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in_chamber.process()
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sleep(1)
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in_chamber = null
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update_icon()
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if(user.hand)
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user.update_inv_l_hand()
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else
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user.update_inv_r_hand()
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/obj/item/weapon/gun/proc/click_empty(mob/user = null)
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if (user)
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user.visible_message("*click click*", "\red <b>*click*</b>")
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playsound(user, 'sound/weapons/empty.ogg', 100, 1)
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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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/obj/item/weapon/gun/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
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//Suicide handling.
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if (M == user && user.zone_sel.selecting == "mouth" && !mouthshoot)
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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
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return
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if (load_into_chamber())
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user.visible_message("<span class = 'warning'>[user] pulls the trigger. Ow.</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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in_chamber.on_hit(M)
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if (!in_chamber.nodamage)
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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]")
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else
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user << "<span class = 'notice'>You feel dumb for trying this...</span>"
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del(in_chamber)
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mouthshoot = 0
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return
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else
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click_empty(user)
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mouthshoot = 0
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return
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if (load_into_chamber())
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//Point blank shooting if on harm intent or target we were targeting.
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if(user.a_intent == "hurt")
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user.visible_message("\red <b> \The [user] fires \the [src] point blank at [M]!</b>")
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in_chamber.damage *= 1.3
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Fire(M,user)
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return
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else if(target && M in target)
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Fire(M,user) ///Otherwise, shoot!
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return
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else
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return ..() //Pistolwhippin' |